Very sadge to see this kind of mistakes still exist in 2023 code...
While in theory this commit could be backported to (LTS) releases, would
rather only do it if/when proven it actually fixes user-facing issues.
Fixing such issues so deep in ID management code can have completely
unexpected side effects.
The framebuffer default size was only set during the first bind. This
is because the `dirty_attachments_ tag` wasn't set and thus the
framebuffer size was never passed down to the GL.
Split to `default_size_set()` to not affect other code paths that use
`size_set()`.
Adds the ability to pack UVs back into the original bounding box.
Choose UV Editor > Menu > UV > Pack Islands
Then change "Pack To" to "Original bounding box"
Face Nearest only works with individual projection, so always set the
`SCE_SNAP_PROJECT` flag in this case.
Also gray out the `Project Individual Elements` option in the UI if
`Face Nearest` is enabled.
And change the description to indicate that `Project Individual Elements`
is always enabled with the `Face Nearest` option.
(I feel a better design for this option needs to be considered).
Avoid introducing another `::modifiers` namespace for now, since it's
not clear if we'll want that long term. This just avoids a bunch of
boilerplate and makes things easier to read.
Use the node group and the properties as arguments instead of
the modifier. This may help to allow reusing the functions outside
of the modifier execution context.
This adds the select more/less operators to the weight paint mode face selection.
Just like in edit mode, press `CTRL`+`Numpad Plus/Minus` to use them.
They have also been added to the `Select` menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/105607
This adds the select more/less operators to the weight paint mode vertex selection.
Just like in edit mode, press CTRL+Numpad Plus/Minus to use them.
They have also been added to the Select menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/105633
When retrieving the evaluated mesh to paint on, it can be reevalauted,
where a smaller set of attributes are requested than for regular
evaluated meshes. That reevaluation should be completely removed
(see #106186), but a simple fix in the meantime is to manually
request that data.
When normalization is enabled in the Graph Editor,
the area outside the -1/1 range on the y axis isn't meaningful.
To visually represent that this patch greys out that area
just as it does with anything outside the current frame range.
Pull Request: https://projects.blender.org/blender/blender/pulls/106302
It's a bit easier to follow this way, and we can make better use of
const. It's also more reusable in case we have to use it elsewhere
too (for node group operators?).
Use checks for certain node types with better algorithmic complexity.
They should perform better in some edge case with a lot of nodes or
node group nesting. They're now a bit more similar to each other too.
Ensure compression is enabled by using shader_read
flag only. Also ensure that MTLTexture contents
remain in optimal layout for reading after any
data modifications.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/106234
The issue was caused by uninitialized offset used for the scale
variable.
Follow the rest of the usages of the operation which initialize
it explicitly. This makes it very safe and easy fix to backport
to any LTS or corrective release.
Ideally should probably initialize all members in the class
itself, to avoid such situations in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/106325
The cycling method for the viewer connection starts searching from the next socket
after the last current connection. If a geometry socket is is the last connected
output this caused the method to jump to the next socket after the geometry,
potentially skipping over valid data sockets that are not viewed yet.
The solution is to ignore the geometry sockets in the cycling entirely and only
consider data sockets (i.e. non-geometry sockets).
Pull Request: https://projects.blender.org/blender/blender/pulls/106318
The insert key operator allowed to insert a keyframe on all selected FCurves
and on the Active FCurve at cursor value.
But it didn't allow to insert a keyframe only on the active FCurve.
This patch adds that. It is available in the redo panel and under Key->Insert Keyframes (which can also be called with the I hotkey)
Pull Request: https://projects.blender.org/blender/blender/pulls/106307
This change aimed to solve the following issues:
- Possible threading issue of two tests writing to the same
file, depending on how the ctest is invoked
- Test using the release directory, and potentially leaving
temp file behind on test failure, breaking code sign on
macOS.
Pull Request: https://projects.blender.org/blender/blender/pulls/106311
Found together with a fix for #106043.
Edge panning (in Node Editors, Outliner and VSE) does unnecessary
updates when the view has not changed at all. This includes adding
`MOUSEMOVE` events (even if you dont move the mouse at all).
Adding `MOUSEMOVE` events results in the transform system constantly running (even if you dont move the mouse) which we certainly want to avoid.
Rectify this by only calling these updates when the view changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/106301
The fix for #105363 (6d3ce8273a) made the transform system respect
(Frame) nodes `offsetx`/`offsety`.
Now Node Editors run the transform system even if the mouse is still (due to edge panning -- unnecessarily, see PR #106301 for fixing this). And due to the way `frame_node_prepare_for_draw` recalculates these offsets (based on
on updated positions and `node.runtime->totr` [which in turn gets rounded in `node_update_basis` -- so subpixel precision is lost there, see [1]]), this can lead to slight imprecisions/noise/jitter during transform (if we use float offsets, see the PR for more info).
So to counter this, use rounded offsets now [which will keep the whole circle stable].
NOTE: PR #106301 would fix this already for having the cursor still, but this patch still improves slight jitter when moving, so will commit separately.
[1] comment from `node_update_basis`
> /* Round the node origin because text contents are always pixel-aligned. */
Pull Request: https://projects.blender.org/blender/blender/pulls/106096
No user visible changes expected.
For brush assets, we need a way to store a reference to a brush in .blend files, so that the last active brush can be restored from the file. See #101908. It seems like a generally useful thing to have.
Adds a new DNA struct to store a "weak" asset reference, that is, a reference that can break under a number of circumstances, but should work reliably enough under normal usage. There's no way to reliably reference an asset currently, so this works on a "best effort" basis. It can break when assets are moved inside the asset library, asset libraries are unregistered from the Preferences, or a file is opened on a different machine with different Preferences, for example. It can also break currently if an asset library is renamed.
It contains:
- Information to identify the asset library the asset can be found in.
- A relative "identifier" (currently a relative path) for the asset within the asset library.
There's further code to resolve a weak reference to file paths and Blender library paths.
Part of #101908.
Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/105603
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
When hitting the "normalize" button in the graph editor, set the y extents of the view to the extents of the `FCurves`.
Previously you had to search for your curves after pressing that button.
Pull Request: https://projects.blender.org/blender/blender/pulls/105857
Similar to recent OBJ UV values merging commit (05a63e3705) - build
mapping of (vertex, UV) by going over the face loops directly, instead
of using BKE_mesh_uv_vert_map_get_vert and then having an additional
map on top. Provide the mapping into ready to use flat arrays, instead
of building a map and then building arrays out of that in a separate
pass.
While at it, avoid the extra cost of building all this complicated
mapping when we don't have or are not exporting UVs.
Timing tests on exporting several models into binary PLY file
(Win10, Ryzen 5950X):
- Suzanne subdivided to level 6 (2.1M verts): 0.93s -> 0.68s
- Rungholt Minecraft level (9.7M verts): 3.3s -> 2.3s
- Stanford Lucy 3D scan (14.0M verts, no UVs): 5.2s -> 1.5s
This is preparation for #106228, the crash does not happen in `main` currently.
The issue was `positions_for_write` might make a copy of the data if it was
shared. This operation is not thread safe on a single mesh. The solution is to
get write-access to the positions only once before threading starts.