the initialization of m_pkts with an int threw an error with
17.7P3 since it decided int -> uint64_t required a narrowing
conversion. Not sure why it got picky here all of a sudden
but given it's not wrong, we may as well fix it properly.
This change changes the queueSize parameter to size_t and
adds a bounds check at the calling site to ensure the value
it gets will be positive before casting.
In some cases we store temporary region data that doesn't require
freeing. Code shouldn't expect the data pointer to be unset in this
case, so don't print an error.
For drag-drop, drag node is first unlinked from existing position then
linked above or below the drop layer.
When drag and drop layers are same, layer is unlinked from listbase and
further linking fails because layer is not found in the listbase.
Pull Request: https://projects.blender.org/blender/blender/pulls/110009
NDOF Pan was calculating the selection center unnecessarily.
This was overlooked in 37d1d4cb07.
Getting the selection center is one of the heaviest operations during
navigation. Needs to be avoided as much as possible.
Move the node previews to the overlay region, atop each node.
It allows nodes to keep the same size when the preview is toggled,
which is more convenient for large nodes and large nodetrees.
The preview has to be drawn from `node_draw_extra_info_panel`
because there could be overlapping between info text and the preview.
When the node is out of the view, it also has to make sure that the
preview is also out of the view before exiting the draw function.
Pull Request: https://projects.blender.org/blender/blender/pulls/108001
This formats code that is disabled using `#if 0`. Formatting was achieved
by temporarily changing `#if 0` to `#if 1 /*something*/`, then formatting,
and then changing it back to `#if 0`.
This moves the remaining `.c` files in the following `editors` folders to C++:
`physics`, `screen`, `sound`, `space_buttons`, `space_file`, `space_graph` and `space_image`.
One exception is `fsmenu.c` which has platform specific issues on macos and
windows. E.g. the `Carbon/Carbon.h` include also declares a `Collection` type that collides
with ours.
Also see #103343.
Pull Request: https://projects.blender.org/blender/blender/pulls/109918
this option was already unselectable in the UI, and is treated as GGX
with zero roughness. Upon building the shader graph, we only convert a
closure to `SHARP` when option Filter Glossy is not used and the
roughness is below certain threshold. The benefit is that we can avoid
calling `bsdf_eval()` or return earlier in some cases, but the thresholds
vary across files.
This patch removes `SHARP` closures altogether, and checks if the
roughness value is below a global threshold `BSDF_ROUGHNESS_THRESH`
after blurring, in which case the flag `SD_BSDF_HAS_EVAL` is not set.
The global threshold is set to be `5e-7f` because threshold smaller than
that seems to have caused problem in the past (c6aa0217ac). Also removes
a bunch of functions, variables and arguments that were only there
because we converted closures under certain conditions.
Pull Request: https://projects.blender.org/blender/blender/pulls/109902
Pass key that is being removed to `seq_cache_relink_keys()`. This allows
to remove checks before calling the function. Also makes it possible to
assert, that links are actually pointing where they should be.
When the selection mode in the Grease Pencil tool settings changes,
the selection domain of all curves in the active Grease Pencil object
has to change.
This PR handles that conversion. Point selections are converted to
curve selection and vice versa.
Note: this PR only takes care of selection modes 'Point' and 'Stroke'.
'Segment' mode is handled in a separate PR (#109221).
Pull Request: https://projects.blender.org/blender/blender/pulls/109964
Caused by 7a943428de
Looking at history, e.g. 575ade22d4 or prior, it seems the
"fallthrough" [related compiler warning was removed in 7a943428de] was
actually intended in the case of `VPAINT_TOOL_AVERAGE`.
So first, the average color is calculated and after that regular drawing
should happen with that color.
Now make this more clear by calling both `calculate_average_color` as
well as `vpaint_do_draw` before breaking.
Pull Request: https://projects.blender.org/blender/blender/pulls/109971
Add pie and ring styles of progress indicators. Exposes progress bar to
the Python API and adds a "type" property to allow style variation.
This can be used for scripts & add-ons to show progress in the UI.
Ref !109882.
Co-authored-by: Campbell Barton <campbell@blender.org>
Use `BLI_ghash_insert` instead of `BLI_ghash_reinsert` to store images.
VSE links stored cache keys for each frame in style of linked list.
These links must be maintained when any image/key is removed from the
cache. Reinserting can free key without proper relinking, which would
lead to accessing this freed key when cache limiting frees images in
a frame.
This should not happen since reinserting is prevented in
`seq_cache_put()`, but it's safer to assert, that key is not stored in
hash instead.
Make it harder to retrieve a mutable attribute from const a const mesh,
and use the attribute search function to check multiple domains and
colors at once.
This adds support for running a set of nodes repeatedly. The number
of iterations can be controlled dynamically as an input of the repeat
zone. The repeat zone can be added in via the search or from the
Add > Utilities menu.
The main use case is to replace long repetitive node chains with a more
flexible alternative. Technically, repeat zones can also be used for
many other use cases. However, due to their serial nature, performance
is very sub-optimal when they are used to solve problems that could
be processed in parallel. Better solutions for such use cases will
be worked on separately.
Repeat zones are similar to simulation zones. The major difference is
that they have no concept of time and are always evaluated entirely in
the current frame, while in simulations only a single iteration is
evaluated per frame.
Stopping the repetition early using a dynamic condition is not yet
supported. "Break" functionality can be implemented manually using
Switch nodes in the loop for now. It's likely that this functionality
will be built into the repeat zone in the future.
For now, things are kept more simple.
Remaining Todos after this first version:
* Improve socket inspection and viewer node support. Currently, only
the first iteration is taken into account for socket inspection
and the viewer.
* Make loop evaluation more lazy. Currently, the evaluation is eager,
meaning that it evaluates some nodes even though their output may not
be required.
Pull Request: https://projects.blender.org/blender/blender/pulls/109164
Update nlohman/json library from 3.10.2 (released 2021-08-26) to 3.11.2
(released 2022-08-12). No specific reason for an update, just to keep
libraries up-to-date.
Release logs: https://github.com/nlohmann/json/releases
Note: The library may use `std::filesystem` now, which was an issue on
macOS for Blender before. Availability is checked first though, so this
should be fine.
Pull Request: https://projects.blender.org/blender/blender/pulls/108519
This data-block was originally added in eb4e3bbe68.
However, that original plan wasn't fully implemented, with simulations
now integrated with geometry nodes and modifiers instead of a separate
data-block. We kept the data-block around anyway since we have the
loose plan of using a similar data-block to make global simulations
connected between multiple objects. But it may be a while before we
implement that, and in the meantime having this just causes confusion.
The simulation data-block file isn't used currently, and is unrelated to
the current simulation caches. It would also be reasonable to declare
the function in MOD_nodes.hh, but I went for keeping it together
with the other more public simulation cache code.
Pull Request: https://projects.blender.org/blender/blender/pulls/109967
`outliner_do_scene_operation` wasnt recursive, so it only acted on the
top-level `TreeElement` (which was fine for Scenes view, but failed in
`Blender File` view).
Now use an iterator that handles open subhierarchies as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109810
Many high-level functions with unrelated code were templated based on
the color attribute domain and type. In the end, those were just a few
branches though, similar to other branches. So to reduce binary bloat
and clarify code, move tempates to the point where separate types are
actually needed. Also move constant code out of loops, and use generic
arrays and spans to store some caches. The binary ended up 53 KB
smaller for me, which isn't much but it's in the right direction.
Performance wise nothing really changes. The vast majority of time in
vertex paint is spent on unrelated things like calculating normals or
uploading GPU buffers anyway.
The one ugly part I didn't account for when I started is the casting
between the "ColorGeometry" and "ColorPaint" types. I'm not sure that
this is correct, but it's just a more explicit version of what was
there already.
Pull Request: https://projects.blender.org/blender/blender/pulls/109941
`AbstractTreeViewItem::supports_collapsing()` returns true in the
default implementation, so no need to override that to do the same.
Notes the default behavior in a comment now.
Name collisions can become a big issue in liboverrides when production
files gets messy (weird overrides duplicates, bad resync with heavily
changing assets, etc.).
This commit tries to alleviate a bit the problem by generating 'more
unique' names for liboverrides, when an exact match with the reference
is not possible.
So by default, in most common case, the liboverride ID will still have
the exact same name as its linked reference.
If this is not possible, then the new liboverride ID will get a name
which is unique to within the whole current Main (for its ID type). In
particular, this ensure that new override IDs are either named exactly
as their references, or have a name which is not used by any other
reference (linked) IDs.
Note that this is not a perfect solution, since changes in library data
can lead to name collisions later on. However, it should greatly reduce
the frequency of such problems.