Library overrides were basically using their own system to display
warnings for tree elements, even though for other display elements we
have a more general solution. With the previous commit this has been
generalized further and made trivial to extend.
Uses a inheritance based approach for querying warning of tree elements
and the mode column support of display modes.
For the warnings, tree elements can override the
`AbstractTreeElement::getWarning()` method and return a warning string.
The UI will draw the warning column with warning icons. This makes the
warning column more generalized and easier to extend to more use-cases.
E.g. library override elements will use this after a followup commit.
To support mode toggles a display mode can now just return true in the
`AbstractTreeDisplay::supportsModeColumn()` method. This makes it
trivial to add mode columns to other display modes, and less error prone
because there's no need to hunt down a bunch of display mode checks in
different places.
The wm_gesture_tag_redraw function was only called on mouse move, so the
flip state preview was not updating just by pressing the F key.
Reviewed By: Severin
Maniphest Tasks: T83519
Differential Revision: https://developer.blender.org/D9779
Even though the `no_unique_address` attribute has only been standardized
in C++20, compilers seem to support it with C++17 already. This attribute
allows reducing the memory footprint of structs which have empty types as
data members (usually that is an allocator or inline buffer in Blender).
Previously, one had to use the empty base optimization to achieve the same
effect, which requires a lot of boilerplate code.
The types that benefit from this the most are `Vector` and `Array`, which
usually become 8 bytes smaller. All types which use these core data structures
get smaller as well of course.
Differential Revision: https://developer.blender.org/D14993
There should be no visible change. The difference is mostly on how we
changed the rounding to handle the conversion from color space to the
new linear space of the attribute colors.
To convert the materials in icon_geom.blend I used:
```
import bpy
from mathutils import Color
def convert_material(material):
if not material.use_nodes:
return
if not material.node_tree:
return
node_tree = material.node_tree
for node in node_tree.nodes:
if node.type != 'RGB':
continue
color_original = node.outputs[0].default_value
color_new = Color(color_original[:3]).from_srgb_to_scene_linear()
color = (*color_new, color_original[3])
node.outputs[0].default_value = color
def main():
for material in bpy.data.materials:
convert_material(material)
main()
```
This allows for the new tool icons to use geometry nodes.
In order to do this I also had to use the new API for accessing the
attributes (instead of vertex colors). Which in turn requires a few
changes to use linear color space.
I went ahead and updated the entire code to use the linear space
everywhere. I will update the icon files manually to make sure the final
result is similar to what we have now.
Note: We now use round instead of int. That plus the changes regarding the
color space will lead to some icons to change slightly (no perceived
visual change).
Differential Revision: https://developer.blender.org/D14988
`RNA_path_struct_property_py` cannot get const `ptr` parameter for now
(usage of `RNA_struct_find_property`).
Also make `RNA_path_resolve_` functions take a const PointerRNA
parameter.
A global variable was mistakenly used here which would accumulate the
vertex attributes (leading to an assertion failure after a while), use
the wrong number of components depending on the attribute data type,
among other issues.
Faces, edges, and vertices are still shown when GPU subdivision is
actived. This is because the related edit mode flags were ignored by the
subdivision code.
The flags are now passed to the various compute shaders mostly as part of
the extra coarse data, also used for e.g. selection. For loose edges, a
temporary buffer is created when extracting them. Loose vertices are
already taken into account as it reuses the routines for coarse mesh
extraction, although `MeshRenderData.use_hide` was not initialized,
which is fixed now.
This results in a speedup if the capture attribute is only needed
under specific circumstances (e.g. when a switch further down the
line is true). Previously, the input field was always evaluated.
Differential Revision: https://developer.blender.org/D15018
In case of line art "occlusion only" or contour not enabled, it's possible for an object
to not produce any feature lines.
This patch checks that to prevent freeing a NULL pointer.
This icon was using a material with a slightly different shade of
purple. I removed all the duplicated materials in icons_geom.blend
and this was the only "functional" change (though it is not noticeable).
This commit makes PointerRNA passed to RNA path API const.
Main change was in the `path` callback for RNA structs, and indirectly
the `getlength` callback of properties.
When appending an already linked data, `BKE_blendfile_append` would not
properly substitute the `item->new_id` pointer of link/append context
items with the local duplicate of the linked ID.
This would cause drag'n'drop of assets to work incorrectly in some
cases. Fixes part of T95706 and T97320.
Regression in [0] which removed the call to BVH-tree recalculation
before calculating the selection.
Instead of recalculating the BVH-tree, postpone recalculating mesh data
until after the selection has been calculated.
[0]: 6e77afe6ec
Added in [0] but isn't needed as all needed variables are in the
ViewContext. Avoid passing in the context is it makes debugging
issues with MESH_OT_knife_project more difficult to investigate since
it's possible values written to the ViewContext are ignored.
[0]: 6e77afe6ec
When no image user is known the last used frame of the image is used to
read a frame. When partial updating an image there is always an image user
that would use a zerod out image user, meaning the frame number is set to 0
when using the clone tool.
This fix syncs the frame with the last used frame of the image to ensure
that the buffer exists. There is a bailout in the overlay_edit_uv.c.
RenderEngine.render is both a method and an attribute,
while this should be avoided it's not causing a problem in practice
so quiet the warning when generating docs.
Sphinx now builds docs without any warnings.
Inclining built-in shader descriptions used the wrong indentation level.
Link to the built-in shaders instead which avoids the indentation error
and de-duplicates the list which is already shown on the page.
Dropping would pass the name of the ID to drop to the properties of the
drop operator. This would then lookup the ID by name. With linking
and/or library overrides, multiple IDs of the same name and type may
exist, which is why the session UUID should be used instead. All
operators used for dropping support this now and the drop code passes
the session UUID instead of the name.
Also see 917c096be6 and 8f79fa9c67.
Some drop operators were already using the session UUIDs. This converts
the remaining ones. The "name" property is kept working as before, since
some scripts use this.
Side-effect: The "Name" property won't show up in the Adjust Last
Operation anymore, which was the case for some of these operators, and
its value won't be remembered over multiple executions of the operator.
Both were not at all useful from what I can tell, and I doubt this was
done intentionally.
There are now some generalized helpers for passing IDs from drag & drop
to operators via operator properties, mostly introduced in 917c096be6
and 8f79fa9c67. These can be used in a bunch of places to reduce
duplicated code and explicitly share a common solution.
Side-effect: The "Name" property won't show up in the Adjust Last
Operation anymore, and its value won't be remembered over multiple
executions of the operator. Both were not at all useful from what I can
tell, and I doubt this was done intentionally.
Continuation of 8f79fa9c67 and 917c096be6. The ID's session UUID is
now always priotitized over its name to lookup the ID from drop-box or
operator properties. bc3dbf109c shows what happens if the name happens
to be set for whatever reason and the session UUID isn't prioritized.
8f79fa9c67 was an attempt to fix this already, but it didn't quite
work. Problem was that the tooltip was messing with the drop-box and
operator properties, setting the name property for its own internal
logic. This name property would then be used rather than the session
UUID to query the material, which gave the wrong material (linking can
result in multiple IDs of the same type with the same name). A followup
commit will further sanitize this.
More and more of the drop operations are being switched to use the ID's
session UUID rather than the name, but the cleanup after a drop operator
was cancelled assumed they would set the name. They will now first
attempt to use the session UUID and fallback to the name if needed.
Add notifier such that the Motion Paths panel in the Object Properties tab
gets redrawn, after using the Create Motion Path button.
The reason it didn't update was that the button actually triggers a popup,
and then executes in the context of that popup. It now actually emits a
`ND_DRAW_ANIMVIZ` notifier, and ensures that the panel redraws on that.
The goal is to make it easier to track down sources of errors during
the dependency graph builder.
With this change whenever a relation can not be added a trace to the
entity which requested the relation will be printed. For example:
```
Failed to add relation "Copy Location"
Could not find op_from: OperationKey(type: BONE, component name: 'MissingBone', operation code: BONE_DONE)
Trace:
Depth Type Name
----- ---- ----
1 Object Armature.001
2 Pose Channel Bone
3 Constraint Copy Location
```
On an implementation detail traced places where `checkIsBuiltAndTag`
is called, with some additional places to help tracking pose channels,
constraints, and modifiers.
Further improvements in granularity are possible, but that could happen
as a followup development once the core part is proven to work.
An example of such improvement would be to have entries in the trace
which will indicate NLA and drivers building. Currently it might be
a bit confusing to see IDs in the trace referenced from driver.
Even with such limitation the current state of the patch brings a
very valuable information (some information is much better than no
information at all).
Differential Revision: https://developer.blender.org/D15017