The similar cleanup with a lot of other changes were committed
to the main branch. Is easier to revert this change, copy the
scripts from main, and merge things back.
This reverts commit 4bc1ba3c2d.
Changing socket types like this is not generally supported. Usually one should
modify a property that is stored on the node instead. For custom node trees,
one should generally remove one socket and replace it with the new one.
Existing addons might use this functionality on custom node trees where it's
okayish. This patch forbids changing socket types directly on built-in nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/118794
New windows on GNOME with LIBDECOR windowing would sometimes have an
unusable title-bar with the whole title-bar acting as the edge-resize.
Would happen predictably when opening large windows which the window
manager would resize to fit the display.
The cause of this was Blender receiving a window configure event
without a window size for new windows. This configure event
would be ignored, causing the title bar not to work properly.
This is a regression from [0] which removed logic to calculate the
window size from the arguments passed to GHOST for window creation.
This wasn't correct either as the it could temporarily set the
window size before the requested size configuration was received.
Resolve the problem by queuing configuration requests,
handling them then the requested window size is known.
[0]: 1455315111
Without the extra precision, `fmt::format` rounds the resulting float to one with
fewer significant digits. This is generally nice, but not desired in this specific
case for consistency with the value stored in the socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/118797
Previously, the viewer node would work, but since the simulation output node
was never evaluated, the new simulation state was never stored. Now make
sure that the simulation output node is executed when there is an active viewer
inside the simulation.
Pull Request: https://projects.blender.org/blender/blender/pulls/118804
Currently, we don't support this. Depending on the geometry type, the rotations
are either displayed as black, magenta or there is a crash. Better disable this for
now until we have a proper implementation. It's not quite obvious how rotation
values should be converted to a color, so this also needs some design work.
Pull Request: https://projects.blender.org/blender/blender/pulls/118808
It might be nice to keep the pinning but that's a bit more tricky technically
currently because the pinned node tree is overridden by the tool node tree.
Just disabling pinning solves the main issue right now which is that the
node editor shows the wrong node tree.
Pull Request: https://projects.blender.org/blender/blender/pulls/118811
The `make update` will now always update all initialized submodules,
including the library ones.
The `make_update.py --no-libraries` will neither initialize nor update
pre-compiled libraries or tests.
Pull Request: https://projects.blender.org/blender/blender/pulls/118812
Internal link is not created for a node when it has rotation output
socket. This is because the missing case for `sock_rotation` in
`get_internal_link_type_priority()` which fails to find input_socket
priority in this case.
Pull Request: https://projects.blender.org/blender/blender/pulls/118735
This is to accommodate Position and Normal attributes.
The normal used to be optional but isn't nowadays.
So the limit is actually 14 attributes until we do some big refactoring of
the attribute fetching.
Pull Request: https://projects.blender.org/blender/blender/pulls/118441
Performing an off-screen draw call while drawing the viewport isn't
supported, add a check that raises an exception when called from Python
instead of crashing.
Ref: !118780
This was reported as #93410 & fixed with [0] however the fix didn't
help for animated logic (with region overlap enabled).
Resolve by adding a function ED_region_visibility_change_update_ex which
is called by the animated and non-animated region hiding functions.
[0]: 8f69c91408
Blender would crash if the input of the Classic Kuwahara node is
translated. This is due to an out of bound access due to the miss-use of
IndexRange, where it was assumed to have a start-end constructor, while
it was in fact a start-size one. Fix this by computing the size from the
area and supplying it to the constructor.
Operators that added themselves as modal handlers would crash if there
was a Python exception in the script before returning.
Now modal handlers are removed an exception occurs in exec & invoke
operator callbacks.
First time builders get spooked by this warning and start
installing python trying to resolve it. This isn't needed
and we should only warn about python being missing if the
lib folder is cloned, but python is still somehow not found.
This was "fixed" a few times before, but it took a bit
to find the right filename to check for the new library
folder.
Properly handle exceptions from STL and PLY code to prevent crashes on
invalid file paths.
This will now also Report errors/warnings to the callers of these
formats as well. For the UI this means a Report banner and Info editor
entry. For Python scripts this means an exception instead of silently
continuing.
Related to #117881
Pull Request: https://projects.blender.org/blender/blender/pulls/118731
When a new liboverride is created from the IDTemplate UI widget, in case
its hierarchy root is different than the liboverride itself, ensure that
it is also instanciated in the scene, if possible (i.e. if it's an
object or collection).
Should allow for better representation of liboverride hierarchies
created that way, and reduce the risk of getting key liboverrides hidden
from the scene's hierarchy (in the Outliner ViewLayer view e.g.).
LibOverride creation code wrapper when called from the IDTemplates in
the UI was a tad too permissive in its attempts to find the best
possible liboverride hierarchy root, leading to potential invalid linked
ID selection.
Crash happens in `action_group_colors_set_from_posebone` /
`ANIM_bonecolor_posebone_get` on a `bPoseChannel` without a `bone`.
If I am not mistaken a new `bPoseChannel` (e.g. after duplication) will
only get its `bone` after leaving editmode.
So in a way the situation is similar to 2a8ce1f121
Behavior of `animchan_sync_group` is not reliable in a way that getting
a `bPoseChannel` from an `bActionGroup` will guarantee these are really
corresponding. So usually, if you dulplicate/symmetrize a bone, there
would be no corresponding `bActionGroup` and nothing would happen
really. But you could for example group fcurves from `Bone` under a
group called `Bone.001` and vice versa. This is totally allowed to do.
In this case, `animchan_sync_group` is doing nothing totally helpful, so
it could find the "wrong" `bPoseChannel`. And it could try
`action_group_colors_set_from_posebone` with that `bPoseChannel` which
still does not have a `bone` and then crash.
So now only do this if we have a valid `bone`.
Pull Request: https://projects.blender.org/blender/blender/pulls/118676
`RootPChanMap` will be nullptr when building DEG object-level
constraints (as as opposed to bone constraints where this map is built
prior), and in that case we don't need to check for the common chains in
`bone_target_opcode`.
Thx @sergey for additional confirmation
Pull Request: https://projects.blender.org/blender/blender/pulls/118745
The Viewport Compositors crashes when there are many nodes that are not
connected to the compositor or viewer outputs.
That's because those sockets were wrongly added to the shader operation,
even though they will not be used, which surpasses the limit for the
maximum image units per shader.
Line art used to not calculate edges where both ends are outside image
frame, this will lead to missing edges in some cases where the model is
scaled up pretty big. Now it ensures those edges are still preserved.
Pull Request: https://projects.blender.org/blender/blender/pulls/118448
Line art shadow projection will cut lines indefinitely when it
encounters a edge segment with 0 length. In the case of #118547, it was
caused by the combination bevel modifier and the view angle. This fix
ensures that no such edge is worked on further.
Pull Request: https://projects.blender.org/blender/blender/pulls/118613
Solves the issue of the script potentially sitting for a long time
without having any progress reported. Confusingly, such behavior
depends on Git version.
In older versions (< 2.33) there will be progress reported, but it
then got changed by the commit in Git:
7a132c628e
The delayed checkout is exactly how Git LFS integrates into the Git
process. Another affecting factor for the behavior is that submodule
configured to use "checkout" update policy is forced to have quite
flag passed to the "git checkout":
https://github.com/git/git/blob/v2.43.2/builtin/submodule--helper.c#L2258
This is done to avoid the long message at the end of checkout about
the detached state of HEAD, with instructions how to resolve that.
There are two possible solutions: either use "rebase" update policy
for submodules, or skip Git LFS download during the submodule update.
Changing the update policy is possible, but it needs to be done with
a bit of care, and possible revised process for updating/merging
tests data.
This change follows the second idea of delaying LFS download for a
later step, so the process is the following:
- Run `git submodule update`, but tell Git LFS to not resolve the links
by using GIT_LFS_SKIP_SMUDGE=1 environment variable.
- Run `git lfs pull` for the submodule, to resolve the links.
Doing so bypasses hardcoded silencing in the Git. It also potentially
allows to recover from an aborted download process.
The `git lfs pull` seems to be a nominal step to resolve the LFS links
after the smudging has been skipped. It is also how in earlier Git
versions some Windows limitations were bypassed:
https://www.mankier.com/7/git-lfs-faq
The submodule update now also receives the "--progress" flag, which
logs the initial Git repository checkout process, which further
improves the feedback.
The byproduct of this change is that an error during precompiled
libraries and tests data update is not considered to be fatal.
It seems to be more fitting with other update steps, and allows
more easily reuse some code.
There is also a cosmetic change: the messages at the end of the
update process now have their own header, allowing more easily
see them in the wall-of-text.
Pull Request: https://projects.blender.org/blender/blender/pulls/118673
Oversight in e3d31b8dfb
While most situations would have other vertexgroups set anyways (so this
probably wasnt noticed, it was only ignored if it is the only
vertexgroup used), at least theoretically it could happen that
`cloth_uses_vgroup` would return false even then `vgroup_shear` is set
(thus skipping actually setting these weights later).