Commit Graph

763 Commits

Author SHA1 Message Date
Thomas Dinges
7f855fb9b3 Revert "Release: Bump 5.0 to beta"
This reverts commit e3e8c283d5.
2025-10-08 12:04:50 +02:00
Thomas Dinges
3c5c6508a9 Merge branch 'blender-v5.0-release' 2025-10-08 12:04:02 +02:00
Thomas Dinges
e3e8c283d5 Release: Bump 5.0 to beta 2025-10-08 12:02:49 +02:00
Thomas Dinges
515ccf61ed Release: Start of Blender 5.1 alpha 2025-10-08 11:44:58 +02:00
Omar Emara
f113af51ab Compositor: Rename Lift to Offset in Color Correction node
This patch renames the Lift parameters to Offset, which is more accurate
and inline with other software.

Pull Request: https://projects.blender.org/blender/blender/pulls/147543
2025-10-08 11:03:47 +02:00
Campbell Barton
f4308aa2d0 UV: remove per-UV-map selection data
Replace per UV map selection with a single UV selection for all UV's.
This uses the same data as UV sync select, meaning that it's no longer
possible to keep a different selection when sync-select is disabled.

There is a minor improvement to functionality - previously not possible
to de-select a single face surrounding by selected faces.
Now this is possible because true face selection is supported.

The selection from the active UV-map is converted to use the shared
selection data.

Ref !147523

Co-authored-by: Hans Goudey <hans@blender.org>
2025-10-08 15:05:20 +11:00
Falk David
0c18c1cfc2 Anim: VSE: Add overlay to visualize scene strip range when using scene syncing
This adds an overlay to the animation editors to visualize the current scene strip
in and out points in the scene timeline when the `Sync Scene Time` option in
the sequencer is used.

* Adds an overlay toggle + panel to the dopesheet.
* Adds a new theme setting (for the overlay) under
  `Common` > `Animation` > `Scene Strip Range`.
* Adds the overlay drawing to the dopesheet.

Pull Request: https://projects.blender.org/blender/blender/pulls/146165
2025-10-07 17:34:47 +02:00
Omar Emara
a113121562 Compositor: Perform LGG Color Balance in linear space
This patch adjusts the LGG Color Balance mode to operate in linear space
as opposed to sRGB space, which is more inline with other software and
is more expected to the user.

Versioning was added using pre and post gamma correction, but it is
very slightly different in the blacks because the gamma node only does
power correction.

Pull Request: https://projects.blender.org/blender/blender/pulls/147533
2025-10-07 17:04:34 +02:00
Nika Kutsniashvili
f145e1f7e2 Anim: Time jump operator
Adds a new operator that jumps time by a given number of frames or seconds, forward or backward.
Surprisingly, it was lacking in Blender, and prompted many users (including me) to create extensions.

This PR adds two properties: `time_jump_unit` for choosing whether to jump by frames or seconds
and `time_jump_delta` property that defines by how many frames or seconds the operator should jump,
as well as an actual operator that changes the current frame (`screen.time_jump`).

`time_jump_delta` is a float that gives users the ability to jump by half a second, for example, or by subframes.
Default is set to 1 second, which translates to as many frames jump as frame rate / frame base.
The operator is intentionally not bound by frame range, and can go in negative frames as well.
This is very important because it's extremely common to set frame range to the current workload,
but wish to see animation beyond that.

Operators are added in the new footer for animation editors alongside with pop-up menu where
properties can be changed.

Shortcuts are also added: Ctrl+Left/Right Arrow, which was surprisingly free in Blender.
Now timeline controls are:
- **Right Arrow**: Next Frame
- **Ctrl + Right Arrow**: Jump Forward (by default also Next Second)
- **Shift + Right Arrow**: Jump to End

Pull Request: https://projects.blender.org/blender/blender/pulls/140677
2025-10-07 13:43:20 +02:00
Nika Kutsniashvili
b4a8e8c5f8 Anim: Move "Copy Global Transform" extension to internal scripts
Move the Copy Global Transform core add-on into Blender's code.

- The entire extension was one Python file. This PR basically splits
  it into two, one for operators (in `bl_operators`) and the other for
  UI panels. Those panels are registered in the 3D viewport's sidebar,
  which were registered in `space_view3d`, but I made the decision
  here to create a new file `space_view3d_sidebar`, because the main
  file is getting too large and difficult to navigate. This PR puts
  the global transform panel in this file. After this is merged, I
  will do refactors to move the rest of the sidebar panels here as
  well.

- `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that
  it's reusable and also accessible from API, since it's generally
  very useful. There were discussions about putting this somewhere,
  but for now, I chose against it because creating a new file would
  also mean PR would have to affect documentation generation, and
  would complicate things. If we want to, we can probably create a new
  module in the future.

- Little tweaks to labels and descriptions. Now that they exist
  outside of the add-on context, and exist without the user explicitly
  enabling them, they need to be more descriptive and tell users what
  they actually do. They also need to conform to Blender's GUI
  guidelines. Also tried organizing files a little by grouping
  objects.

- Add-on properties (which included word `addon` in the name) have
  been registered in C++, on `scene.tool_settings` with `anim_`
  prefix.

Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
Christoph Lendenfeld
2ae953d7f5 UI: remove the Timeline
This adds versioning code that replaces any timeline with a
dopesheet where the footer is shown, AND it removes the
timeline from the menu options.

If the area is too small to show both, the footer and the
header then only the footer is shown.
This assumes that users created the small timeline
just for the playback controls

Any uses of `SACTCONT_TIMELINE` (except for versioning) have been removed.

part of #145577

Pull Request: https://projects.blender.org/blender/blender/pulls/147058
2025-10-02 09:44:53 +02:00
hogan.mastanduno
dde9d21b91 OpenXR: VR Advanced Locomotion Phase 1
Includes the following changes to the existing Locomotion system for VR Scene Inspection:
 * new VR Navigation Preferences and VR Session Settings
 * changes to XR raycast logic and its visualization
 * new XR vignette that appears when moving
 * snap turning

Pull Request: https://projects.blender.org/blender/blender/pulls/144241
2025-10-01 22:16:12 +02:00
Sean Kim
623bf30e4c Fix #132016: UV Sculpt crash with bad tool data
For a period of time during 4.2~4.3, the `UvSculpt` settings could have
been in an invalid state. This commit reapplies the same versioning to
prevent odd behavior and removes the old versioning code.

Pull Request: https://projects.blender.org/blender/blender/pulls/147075
2025-10-01 19:21:00 +02:00
Jacques Lucke
96bb18de1e Nodes: add versioning to set new optional label flag for existing menu sockets
Before this option existed, all menu sockets were drawn as if this setting was enabled.
This patch sets this flag by default for all menu sockets to avoid changing the drawing
of existing node group inputs.

Ref: #146939

Pull Request: https://projects.blender.org/blender/blender/pulls/147107
2025-10-01 11:23:25 +02:00
Jacques Lucke
fa03d2558c UI: support searching for more recent files
When trying to find and open an older file, it is annoying when it is not in the
recent files list anymore. This patch increases the length of the recent files
list, without making the menu huge by making better use of menu-search.

Specifically the following is changed: * Number of remembered recent files is
increased from 20 to 200 by default. * The recent files menu is limited to 20
entries. * When activating menu search (by pressing space when in the menu), all
available recent files can be searched. * There is a new "More..." menu entry at
the bottom, which also activates the menu search.

Pull Request: https://projects.blender.org/blender/blender/pulls/146884
2025-09-28 20:22:02 +02:00
Nika Kutsniashvili
3e51b449be UI: Per-camera composition guide colors
Currently cameras composition guide colors are defined in theme, and not even by an individual
property. They follow 3D Viewport -> View Overlay color, which also defines many other things,
such as world origin cursor. By default it's black and it's difficult to change, because then other
things stand out. But using default black for composition guides is impossible.

This PR, instead, adds new Composition Guide Color property on camera, and uses it in camera view.
This not only fixes the issue mentioned above, but also allows different cameras in one scene to
have different overlay colors. This is very handy when you have, for example, two cameras, one of
which looks at the black corner, and another at the lit-up white one. Using a single black or white color
in this case makes the other one more difficult to see. Now, each camera can have its own color.

This PR only changes color for Composition Guides, and NOT for Safe Areas and sensor. Reasons are:
- It's important to differentiate between different concepts, having everything one color is distracting
- Safe areas are per-scene and shared with Sequencer preview. The camera shouldn't dictate color there.
I have separate plans about handling safe areas in the future.

Images in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/143788
2025-09-27 13:25:34 +02:00
Bastien Montagne
00dbb53131 UserPreferences: Enable Blendfile Compression By Default.
IMPORTANT: This will force-enable this option in user preferences, as
part of the 5.0 versioning process. Users that do want to keep saving
uncompressed blendfiles will have to edit their user preferences
accordingly, and re-save them.

This commit does _not_ change the setting for an existing blendfile:
uncompressed blendfiles will keep being saved as uncompressed.

Implements #135735.

Pull Request: https://projects.blender.org/blender/blender/pulls/146172
2025-09-25 17:57:31 +02:00
Pablo Vazquez
b74e696acc UI: Theme: Add Curve widget theme settings
Add theme settings for the Curve and CurveProfile widgets.

Even though the curve widget is used all over Blender, it never had its
own theme settings. It was using a mix of colors from the “regular”
toggle widget with text colors inherited from the editor.

Thanks to the recent cleanup and removal of so many redundant theme
options, we can now add new/missing settings without overwhelming
the theme.

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146274
2025-09-25 17:44:33 +02:00
Brecht Van Lommel
689f182792 Cycles: Make adaptive subdivision a non-experimental feature
* Add adaptive subdivision properties natively on the subdivision surface
  modifier, so that other engines may reuse them in the future. This also
  resolve issues where they would not get copied properly.
* Remove "Feature Set" option in the render properties, this was the last
  experimental one.
* Add space choice between "Pixel" and "Object". The latter is new and can
  be used for object space dicing that works with instances. Instead of
  a pixel size an object space edge length is specified.
* Add object space subdivision test.

Ref #53901

Pull Request: https://projects.blender.org/blender/blender/pulls/146723
2025-09-25 16:18:50 +02:00
Nika Kutsniashvili
28b97afda2 UI: Theme: Generalize geometry attribute properties
This PR generalizes properties for geometry (currently mesh only) attributes
found in 3D Viewport theme, namely:

- Combine "Edge Bevel" and "Vertex Bevel" into one "Bevel" property.
- Combine "Freestyle Edge Mark" and "Freestyle Face Mark" into one "Freestyle" property.
- Remove word "Edge" from Crease, Sharp, and Seam properties, to match others.
- Group all of the above together in the UI.

This is a breaking change (that will be handled with others in migration),
but doesn't introduce any visual changes in the default theme (and almost any theme).

Pull Request: https://projects.blender.org/blender/blender/pulls/146732
2025-09-25 14:02:46 +02:00
Sean Kim
b279e74889 Texture Paint: Ensure new catalogs are visible by default
Follow up to 06e391b5e4

Pull Request: https://projects.blender.org/blender/blender/pulls/146757
2025-09-25 11:40:44 +02:00
Omar Emara
5462d90fa8 Compositor: Make Bokeh Blur size input in pixels
This patch makes the Size input of the Bokeh Blur node defined in
pixels as opposed to being relative to 0.01 the greater dimension of the
image.

Pull Request: https://projects.blender.org/blender/blender/pulls/146367
2025-09-24 14:45:54 +02:00
Omar Emara
92be913a2a Compositor: Remove XY scale from Displace node
This patch removes the XY scale inputs from the Displace node. The
inputs were redundant since they were just multiplied by the vector.
This simplifies the node and improves performance slightly.

Additionally, the Vector input was renamed to Displacement since it no
longer specifies a direction.

Pull Request: https://projects.blender.org/blender/blender/pulls/146356
2025-09-24 13:33:24 +02:00
Omar Emara
9a2c7f334b Compositor: Clarify Alpha Over input names
This patch renames the input of the Alpha Over node to use Background
and Foreground instead of just Image.

Pull Request: https://projects.blender.org/blender/blender/pulls/146352
2025-09-23 18:08:06 +02:00
Jacques Lucke
5ffc5df4f6 Geometry Nodes: support viewing non-geometry data with viewer node
As discussed in the last geometry nodes workshop, the viewer node now
needs the flexibility to handle new features: bundles, closures, and
lists. This PR takes the opportunity to add support for an arbitrary
number of items. Values are displayed directly in the node are all
displayed in the spreadsheet, where a new tree view allows selecting
which data to view, including nested bundles. Lists, single values,
bundle items, and closure signatures are all visualized in the spreadsheet.

We also prioritize the existing viewer behavior that views a geometry
together with a field, so various special cases are added in the viewer
activation to handle this.

Bundle hierarchies are displayed in the new tree view in the spreadsheet
sidebar. The spreadsheet itself just displays bundle identifiers, types,
and the contained values. Design wise, there might be more integrated
ways to present that hierarchy, but doing it in the tree view is a very
simple starting place.

Interactively added viewer node inputs are now removed automatically
if the link is removed. There is a new "Auto Remove" flag for each input
controlling this behavior. It can't be enabled for all inputs all the time
because then one couldn't e.g. setup the viewer node properly using
a script (which might add a few inputs first and then creates links).
Also when viewer items are added with the plus icon in the sidebar,
they are not automatically removed immediately.

https://code.blender.org/2025/07/geometry-nodes-workshop-july-2025/#view-any-data

Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/144050
2025-09-22 18:08:45 +02:00
Brecht Van Lommel
c2e5622d50 Revert "Shaders: Remove old Preetham and Hosek sky texture models"
These are causing quite a big difference in existing files, which is not
easy to address in versioning. Since the goal of removing this was to
simplify things for us and that's not the case, just revert this change.

This reverts commit ab21755aaf.

Ref #139923

Pull Request: https://projects.blender.org/blender/blender/pulls/146336
2025-09-20 16:52:23 +02:00
Pablo Vazquez
ae7f3a0d18 Fix #146284: Missing Navigation Bar in Preferences
Follow up to !146169

- Add versioning so the new sidebar shows up in old files.
- Remove the hidden flag so it shows up in new Preferences editors.
- Add "Sidebar" toggle to the View menu, and expose region toggle.

Pull Request: https://projects.blender.org/blender/blender/pulls/146321
2025-09-15 18:11:37 +02:00
Omar Emara
e9638b4a0a Compositor: Turn Double Edge Mask node menus into inputs
This patch turns the double edge mask node menus into two boolean
inputs.

Pull Request: https://projects.blender.org/blender/blender/pulls/146304
2025-09-15 13:45:34 +02:00
Omar Emara
3b1faf7594 Compositor: Turn menu options to sockets for pixel nodes
This patch turns node Menu options into menu inputs for Pixel nodes.

Pull Request: https://projects.blender.org/blender/blender/pulls/145596
2025-09-15 12:47:06 +02:00
Habib Gahbiche
1b4daf9d2e Nodes: remove "Use Nodes" in Shader Editor for Object Materials
"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.

This PR removes "Use Nodes" for object materials.

For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.

Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
  - `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
  - `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.

Forward compatibility:
Always enable 'Use Nodes' when writing blend files.

Known Issues:
Some UI tests are failing on macOS

Pull Request: https://projects.blender.org/blender/blender/pulls/141278
2025-09-14 17:53:54 +02:00
Nika Kutsniashvili
250384dd57 UI: Theme: Scrubbing/Markers shared region
Continues and depends on #145609, part of #140360 project.

Previously, all 5 animation/video editors had different properties
for Scrubbing/Markers region. This PR adds new Region panel for it,
so that all editors can share one color.

Text color in this region was coming from regular editor text color.
To differentiate between editors (as is the pattern already with other editors),
and allow more modular themeability of regions, new Text color is added
for that region as well.

Video in PR

Pull Request: https://projects.blender.org/blender/blender/pulls/146113
2025-09-12 16:25:56 +02:00
Nika Kutsniashvili
7f62d5d85e UI: Theme: Common colors for animation channels
Continuation of #140360

New common properties for Channel and Channel Selected,
used in animation editors.
Previously Dope Sheet, Graph Editor, NLA, and Movie Clip Editor
had separate properties for them.

Video and images inside the PR.

---

> [!important]

- Channels looked different in Dope Sheet and Graph Editor. In the former,
they were same color as the background, so only labels and icons were visible,
in the latter they had a darker color, so their outline was visible. We need to pick
which design we go for now that they're combined. I chose color from Graph
Editor for now, with alpha from Dope Sheet, since only that editor uses alpha.

---

There is a confusion with names of channel colors. In 4.5 there is:
- - "Channel" (singular, blue color) which refers to objects, actions,
and action slots that hold/combine channels.
- - "Channels" (plural, black color) which refers to individual channels.

This goes against how we name things. In theme, especially, we refer to object
colors as "Object", singular, not Objects, plular. Same goes for all elements except
this one, where individual elements are referred in plural.

To lessen the confusion, and also avoid unnecessary breaking changes in the
future (in case we want to rename blue things, which seems likely), in this PR
I swap those names. Main reason is that black color marks individual channels,
so it should be singular, and blue colors are combination of many channels,
so they should be plural. Otherwise even talking about them is awkward.

Note that renaming isn't a breaking change, because we already "broke" them
by moving them to common path from individual editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/146091
2025-09-12 14:49:27 +02:00
Nika Kutsniashvili
534b5f1f4f UI: Theme: Shared regions
Continuing recent attempts to combine theme settings
and reduce complexity. part of #140360
This PR adds new root panel in theme called "Regions" which for now
includes two subpanels:

# Asset Shelf
This is just moving asset shelf from root to regions, where
it's more appropriate and less noisy.
No functional changes. (alternative to #144267)

# Channels
Previously known as "Theme Space List", or "Source List",
but in user interface we refer this region as "Channels".
This region is shared by all animation/video editors, and each had
a separate panel for theme properties. Now they're combined, and all
editors follow settings defined in Regions -> Channels.

Additionally, "Source List Title" property, which was never used is removed.
Properties are also renamed to be more intuitive and shorter.

# Toolbar / Sidebar
Previously was registered separately on every single editor. This allowed
for some extra customization, but in 5.0 need for this is reduced very much,
because elements drawn in those regions (tabs & tools) are also generalized,
so it makes sense to want same background color for them as well.

> This replaces 46 properties with 5, reducing the total by 41.
> Videos in PR

Pull Request: https://projects.blender.org/blender/blender/pulls/145609
2025-09-12 13:22:50 +02:00
Sergey Sharybin
3ef2df3893 Cycles: Remove Use Tiling option
Always enforce tiling of some size, up to the 8k tile size.

Rendering very big images without tiles have a lot of challenges.
While solving those challenges is not impossible, it does not seem to
be a practical time investment.

The internals of the way how Cycles work, including Cycles Standalone
is not affected by this change.

A possible downside is that path guiding might not work exactly how one
would expect it to due to lack of information sharing across multiple
tiles. This is something that never worked nicely, and camera animation
and border render has the same issues, so it is not considered a stopper
for this change.

Fixes #145900

Co-authored-by: Brecht Van Lommel <brecht@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/146031
2025-09-10 17:15:07 +02:00
Harley Acheson
91997ea89f UI: Save Temp Window Sizes & Positions
Allow temporary windows (like File Browser, Preferences, Render,
Drivers, Info) to open at their last positions and sizes.

Pull Request: https://projects.blender.org/blender/blender/pulls/104727
2025-09-05 00:05:50 +02:00
Jonas Holzman
fff3af04c4 UI: Nodes: Rename Shader / Compositing RGB nodes to Color
This PR renames the Shader and Compositing RGB nodes to unify them with
the Geometry Color input node. The Compositing node output socket was
also renamed from "RGBA" to "Color" following other nodes. This is a
5.0 breaking change as part of #96219

Pull Request: https://projects.blender.org/blender/blender/pulls/140495
2025-09-04 21:42:53 +02:00
Falk David
866fcd0a09 VSE: Update Strip Modifier UI
This PR updates the VSE strip modifiers interface.
It now uses the same design as the object modifiers.

Changes:

* Except for the "Mask Input" subpanel, the modifier UIs are unchanged.
* Modifiers can now be rearranged using drag & drop.
* Additionally, there is now an active strip modifier. This is exposed
   though python via `strip.modifiers.active`.

This is in part for !139634 which needs the concept of an active modifier.

Notes:

* The `modifier.cc` file included all the implementation of all modifiers.
   With the addition of a another new callback in this PR, this file was
   getting quite big so I split everything out into individual files for all
  modifiers. The modifiers are getting registered at launch.
* The modifier panels are getting added using a UI template
  (`template_strip_modifiers`) very similar to the object modifiers.

Pull Request: https://projects.blender.org/blender/blender/pulls/145367
2025-09-04 15:01:57 +02:00
Campbell Barton
16246d06d5 Fix: missing newlines loading 3D text from older blend files
Resolve regression in [0] which removed checks for `\r` without
versioning blend files.

[0]: c742a4b62b
2025-09-04 17:08:48 +10:00
Toby Yang
5f8311f596 Paint: Add pressure mapping curves for size, jitter, and strength
This commit adds support for users to customize individual pressure
mapping curves for size, strength, and position jitter on a per-brush
basis to improve expression when using drawing tablets. This feature is
already implemented in Grease Pencil, and this PR adds the same
functionality to Texture/Image paint, Vertex/Weight paint, and Sculpt
modes.

The UI and functionality are the same as those in Grease Pencil.

Co-authored-by: Sean Kim <SeanCTKim@protonmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/144428
2025-09-03 05:34:38 +02:00
Sean Kim
709286ecc9 UV: Add forwards compatibility conversion for brush size
The prior change missed that `UvSculpt` brushes have their own isolated
`size` value stored at the `ToolSetting` level and not stored as either
brush assets or on the `UnifiedPaintSettings` struct

Similar to #139813

Pull Request: https://projects.blender.org/blender/blender/pulls/144837
2025-09-03 00:23:22 +02:00
Bastien Montagne
329112c4d3 NodeTree: Add 'real' custom properties to Nodes.
Add back custom properties to nodes, and properly expose them in the UI
as such (new 'Custom Properties' panel for nodes in the the Node
Editor).

This shows like any other custom property panel in the UI, in the Node editor:

<img width="424" alt="image.png" src="attachments/adb50815-0db0-447f-ac3b-7860d9a3e3fc">

Although not initially intended for this, nodes 'mixed' IDProperties
were quite widely used by py/extensions developers to store per-node
data.

During the initial IDProperties split between User-defined (aka custom
data) and system-defined (runtime RNA properties), this was not known,
so decision was made to only keep system properties for Nodes. The fact
that these properties were not exposed at all in UI also played a role
in that decision. See also discussions in #141042.

This commit instead splits system properties out into their own new
storage, and keep existing ones for user-defined/custom properties
(as done for other IDProperty owners, like IDs, bones, etc.).

Pull Request: https://projects.blender.org/blender/blender/pulls/145424
2025-09-02 14:13:28 +02:00
Nika Kutsniashvili
cb22938fe9 UI: Theme: Move keyframe properties to common
Continuing #140360

This PR moves keyframe theme properties from editors into Common.
Besides Dope Sheet, keyframe properties were in:

- Sequencer (almost all types, and might use more in the future)
- 3D Viewport, where the active object name overlay used a separate Object Keyframe color when
it had keyframes on the current frame. Now it uses the common Keyframe Selected color, instead
of having its own property just for this little text.
- Keyframes in Movie Clip Editor were hard-coded white, now they use a common Keyframe color.
Selected colors used wrong long key selected color, now they use common Keyframe Selected color.
- Movie Clip Editor also used separate colors for what it called "Strips", but they are visually
the exact same thing as "long keys" in Dope Sheet, so they use common long key colors now.

There are Keyframe Border properties in Dope Sheet, Sequencer, and NLA, but they're not shared
because they're drawn on very different backgrounds, in different sizes, with different fill colors, so
it's difficult to make one color work for all of them, and it can restrict customization and accessibility.

Video in PR

---

Details:
- Long keys in Dope Sheet/Clip Editor and Strips in NLA used the same internal "strip" attribute.
Those needed to be separated to properly use long key colors in common, without worrying
about affecting unrelated things, and those two are as unrelated as they can get.
To properly separate them I added new "long_key" attributes, and corresponding
`TH_LONGKEY` and `TH_LONGKEY_SELECT`.
- Long keys in Movie Clip Editor had hardcoded alpha. Now they use alpha of the theme color.

Pull Request: https://projects.blender.org/blender/blender/pulls/144259
2025-08-29 23:22:38 +02:00
Nika Kutsniashvili
ea47231a7b UI: Make selected track color in Movie Clip Editor themeable
Selected tracks in the Movie Clip Editor's Dope Sheet used hard-coded color.
Added a new theme property for them, and previously hard-coded color is now just a default.

Pull Request: https://projects.blender.org/blender/blender/pulls/144265
2025-08-28 19:12:11 +02:00
Jacques Lucke
20956c69fa Fix: Nodes: crash when opening files with closure and bundle nodes saved in 4.5
This adds support for opening "invalid" files containing closure/bundle nodes that have
first been saved with 5.0, then resaved with 4.5. Note that loading them in 4.5 only works
after #145337.

Pull Request: https://projects.blender.org/blender/blender/pulls/145333
2025-08-28 16:31:33 +02:00
Omar Emara
149a47ba57 Compositor: Turn Menu options to inputs
This patch turns node Menu options into menu inputs. This patch only
covers node operations like Filter, Distort, and so on. Pixel nodes like
Color Balance, Matte, and so on will be done in a separate patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/144495
2025-08-28 08:45:23 +02:00
Brecht Van Lommel
6aa11a304c Paint: Store brush and palette colors in scene linear colorspace
For historical reasons these were stored in sRGB space, which caused all
kinds of complexity.

* For image painting, it now properly uses the byte buffer colorspace
  instead of assuming sRGB or display colorspace. This can be more expensive,
  so there is a fast path for sRGB buffers (and for fixed brush colors).
* Lots of code was changed to remove conversion when painting float images
  or vertex colors, and added when painting byte images.
* For non-color data, there is now no colorspace conversion between the brush
  color and image pixels, and #143642 was basically reverted because of that.

Compatibility notes:

* Backwards compatibility is not perfect, as we can not determine if the
  brush has non-color data in isolation. We always convert sRGB to linear,
  and existing brushes configured with non-color data need to be manually
  fixed.
* There is forward compatibility, the old sRGB value is still stored next
  to the scene linear value.

Pull Request: https://projects.blender.org/blender/blender/pulls/144400
2025-08-26 17:10:16 +02:00
Hans Goudey
166d7990ab Fix #142636: Crash with node interface that's an input and an ouput
For a brief period it was possible to create these node interface sockets
that were both inputs and outputs. Nowadays we're implementing the
row-alignment in a different way, and we expect the input and output
status to be mutually exclusive. This PR adds versioning to properly
split such sockets.

The implementation relies on the unique identifier space being
separate for the input and output sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/144807
2025-08-25 17:01:45 +02:00
Falk David
1122a05cb6 VSE: Scene Selector & Scene Time Synchronization
Implements the proposed design (with some modifications) in #135058.

## Sequencer Scene

This adds a new property called `sequencer_scene` to workspaces. This scene is used
by the video sequence editors in the current workspace for their context.
This is a first step towards "detaching" the VSE from the active scene in the window.

Each sequencer timeline editor shows the sequencer scene that is being used.
By default, when no sequencer scene is selected, the timeline and preview are empty.

Pressing the "new" button will add a new scene and assign it to the sequencer
scene for the current workspace.

## Contextual Playback

Pressing `Space` (by default) for starting the animation playback is now contextual:
depending on the context (where your mouse cursor is), the scene that is played back
might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play"
in the 3D Viewport will play the _active scene_ of the window, while pressing "play"
in the sequencer will play the _sequencer scene_.

## Time & Scene Synchronization

Additionally, this adds a toggle called "Sync Active Scene".
With the property turned on, the active scene & scene time in the window will be
synced with the time & scene of the current scene strip in the sequencer.

Note that this is _not_ bi-directional. The sequencer can change the active scene
and map time, but it's not possible the other way around since it one can have
multiple strips using the same scene (+camera, and even time!).

Currently this setting is exposed in the footer of the sequencer timeline as well
as in the workspace settings.

This allows for one of the core concepts that the story tools projects aims at: Working
in a scene (e.g. in the 3D viewport) while also working with the edit
(in the sequencer timeline).

## Some technical notes

* Undoing while playback is running will now cancel playback. This is to avoid the timer,
   that points to the scene and viewlayer that are playing, to get de-synced after loading
   the memfile undo step.
* When the sequencer scene is not the same as the active scene, we ensure it has
   a depsgraph.
* Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped
   if that scene doesn't match the active one in the window. We now also check that it
   doesn't match the sequencer scene in the active workspace.
* When loading older files, we need to make sure that the active workspace in a window
   uses the active scene as the sequencer scene. This is to make sure that the file opens with
   the same sequences open.
* Tool settings are stored per scene. To make sure the sequencer uses the tool settings for
   the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members
   are overridden in the sequence editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
Sergey Sharybin
628f53a28c Refactor: Consolidate baking settings into BakeData
Almost all settings were duplicated between BakeData and RenderData.
The only missing field was the bake type, which is stored as a custom
property in Cycles.

This change:
- Removes unused bake_samples and bake_biasdist.
- Migrates settings like bake_margin to BakeData.
- Switches multires baker to use bake_margin.
- Introduces bake type in the BakeData, the same way how it was
  defined in RenderData::bake_mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/144984
2025-08-22 19:18:03 +02:00
Alberto12345678999
d803ee4c79 Nodes: Port shader Gamma node to Geometry Nodes
This patch unifies the Gamma node across editors:

- Compositor now uses the Shader Gamma node implementation.
- Geometry Nodes also uses the node as a new addition.
- UI-wise in the Compositor, only socket labels change to "Color".

Forward compatibility is broken for the compositor, and the python API
changed, since the node's ID name is now ShaderNodeGamma as opposed to
CompositorNodeGamma.

Pull Request: https://projects.blender.org/blender/blender/pulls/142414
2025-08-20 08:46:34 +02:00