Broken with new 4.5 cache implementation; the loop for building
image sequence proxies was not flushing the intra-frame cache
between frame changes. This affects image proxies since they go
through the whole VSE render stack; does not affect video proxies
since they just manually decode the file frames.
Pull Request: https://projects.blender.org/blender/blender/pulls/144269
This PR adds a region flag to specify that it should indicate, with a
line or gradient, that content overflows any edge. This then enables
this for the Properties area and categories, Outliner, Spreadsheet,
File Browser main area, Asset Browser, Preferences, 3D View Sidebar and
Toolbar. And for headers.
Pull Request: https://projects.blender.org/blender/blender/pulls/144091
The change changes the way the converted curves are evaluated.
It may be better and a valid choice, but it needs to be considered
more carefully since it would be a breaking change.
Hides Resolution field in "Curve Data" panel if at least one poly curve
is selected. For these curves, the field is ignored. Moreover its value
is `0` for them, for all other curve types minimum is `1`.
Also conversion of `CURVE_TYPE_POLY` to `CURVE_TYPE_NURBS` is fixed to
emit curves of order 2. This gives same shape as input had. Resolution
is set to `1`, because "Curve to Mesh" node ignores curves with
Resolution `0`.
Pull Request: https://projects.blender.org/blender/blender/pulls/144239
Maintain the active object for the 3D viewports clipboard.
This avoids the need to activate the object after pasting to edit
its materials or change modes.
Matches the behavior for notes (see !143832) and addresses #143833.
Ref !144192
When the median was being calculated, the division was by the total number of transform data, rather than the selected number of transform data.
Under most circumstances this would be the same, but when transforming bezier control points without the handles selected, or when having proportional editing on. This the median calculation would return a wrong result.
Note: This problem could occur almost every object type not just Grease Pencil.
Resolves: #143534
Pull Request: https://projects.blender.org/blender/blender/pulls/144245
Next step of #140360, continuing after 39c066ee53
Moves more animation theme properties shared by different editors to the new Common panel.
- Playhead (was shared by 7 editors)
- Marker Line (was shared by 5 editors)
- Marker Line Selected (was shared by 5 editors)
- Channel (was shared by 3 editors)
- Sub-channel (was shared by 3 editors)
- Channel Group (was shared by 2 editors)
- Active Channel Group (was shared by 2 editors)
In total, 27 properties are replaced with 7.
---
User Visible Changes:
- "Current Frame" is renamed to "Playhead". It was general sentiment among
Anim and UI modules to rename this everywhere after "Playhead Snapping" was
added, and this is first step towards that. Name is more recognizable and it's
clear it refers to UI element, rather than something as generic as "current frame".
- Channel, Sub-channel, Channel Group, and Active Channel Group colors in
Dope Sheet had alpha, but ones in Graph and NLA editors didn't. New common
property is used for all three of them and has alpha, meaning two editors gain
alpha as well, but they don't use alpha, still only Dope Sheet does.
- Channel and Sub-channel had different color in NLA and didn't match Dope Sheet
and Graph Editor, now since it's shared it has same color, which is a visual change
(slighlty lighter blue).
Pull Request: https://projects.blender.org/blender/blender/pulls/144060
The short description of the root of the problem is that 2D texture
paint properly handled non-color paint while 3D painting did not (for
both painting and color sampling).
This change makes it so 3D texture paint avoids color space conversion
of brush color (which is assumed to be in display space) to scene linear
when painting on images set to Non-Color.
On the design level this change moves code closer to the following
design:
- Brush color is specified in display space.
- Float buffers are in scene linear space (or a non-color).
- When painting on color float buffers brush color gets linearized
- When painting on non-color float buffers brush color is used as-is.
For painting on non-color images it means: values from brush color
are used as-is, without any color space conversion.
The change makes 3D painting behave the same as 2D painting.
There are a couple of tricky parts remaining. Relatively small thing
is that the color displayed on the brush color swatch is not what it
will be after making a stroke. This is because brush colors are used
as-is, image is not color managed (and is drawn as-is on a surface
which is assumed to be in scene linear), and the brush color swatch
is color managed. Generally it means the swatch color is darker than
what the stroke on non-color image would look like.
The bigger topic is color sampling that read pixel value from frame
buffer. This change makes it so sampling color in such cases (by either
using eyedropper from the color swatch popup, or by using Shift-X
sampling operator outside of painting object/texture) will set brush
color in a way that making stroke will result in the same color as it
was on the screen. When painting on non-color images it means the
brush color will be sampled darker than when painting on a color
textures.
This introduces some context dependency to the way how sampling works
which might be undesirable.
Pull Request: https://projects.blender.org/blender/blender/pulls/143642
This removes one limitation of the guarded scopes that needed to
not have return statement. Now a dummy return statement is created.
See #139233 for original implementation.
This adds the following features:
- `class` keyword support: checked by C++, mutated to struct for shader.
- `private` and `public` keywords: checked by C++, removed for shader.
- `static` methods.
- `const` and non-const methods.
What is not supported:
- Constructors
- Destructors
- operators
- Method definition outside of class definition
- member reference without `this` keyword.
This is implemented using a very simple lexer/parser allowing semantic traversal.
Pull Request: https://projects.blender.org/blender/blender/pulls/144025
There should be minimal user-measurable changes since the old algorithm
is not the same as OpenSubdiv. For example now creases (both edge and
vertex ones) are properly supported.
This allows to have less dependencies on the old subdivision surface code
which ideally will be removed soon.
Pull Request: https://projects.blender.org/blender/blender/pulls/143712
Previously copying grease pencil strokes implicitly requires materials
to be available in `grease_pencil_copy_strokes_exec` which isn't
necessarily the case sometimes. Now just set material session uid to 0
when material is not found. When pasting, non-existent materials will
be created as a fallback already.
Additionally, this PR corrects material
access by using `BKE_object_material_get` instead of manually getting
the material from grease pencil material array, making it consistent
with the rest of the logic in blender.
Pull Request: https://projects.blender.org/blender/blender/pulls/142702
overlay_wireframe_frag doesn't always set the gl_FragDepth. Depending on
how the driver deals with this it can use uninitialize values or previous
values. This leads to render artifacts as depth testing/storage could be
wrong.
Pull Request: https://projects.blender.org/blender/blender/pulls/144198
The Cryptomatte file picker always samples the first frame in an image
sequence, even if the image editor/backdrop display a different frame.
To fix this, we take the frame into consideration when retrieving the
image to sample from.
Pull Request: https://projects.blender.org/blender/blender/pulls/144195
The preview of the render layers node is set to off in the default
node tree.
The reasoning is:
- It is common to start compositing without rendering, so this will
give a cleaner look for a first impression.
- Previews in general are not working well (currently the preview won't
compute if the node is disconnected, sometimes the preview is shown
with an empty image, etc..).
Pull Request: https://projects.blender.org/blender/blender/pulls/144173
Improve the layout and listing of image output file format menu.
* Sort the menu alphabetically.
* Remove image icons.
* Remove column layout, use a single list.
* Group first the most commonly used formats.
* Add extension, similar to I/O menus.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/144162
The title says it pretty much all: the shrinkwrap modifier is no longer
dependent on the legacy DerivedMesh.
The benefits for doing this are:
- The DerivedMesh is closer to be removed from the codebase.
- Only base vertices are subdivided which could result in better
performance and memory usage.
- Proper crease support (for edges and vertices).
The downside of using OpenSubdiv is that the topology refiner might be
expensive to calculate, so for meshes with a lot of extraordinary faces
(such as n-gons, triangles) the performance will be worse.
Pull Request: https://projects.blender.org/blender/blender/pulls/143706
This PR contains the following incremental changes:
- Remove dead code of AO multires baker
- Use C++ primitives in multires baker (and cleanup some comments and naming)
- Remove unused bake user scale
Pull Request: https://projects.blender.org/blender/blender/pulls/143707
* NodeTree space does not refcount the displayed nodegroup
* Collections used by light linking _do_ ID refcount (unlike default
expected behavior for Collection usages).
Swapchain handling of minimized windows wasn't correct. On some
platforms it still tried to create images with no surface.
This PR will discard swapchains of minimized windows, but still being
able to flush the render graph and free resources.
Pull Request: https://projects.blender.org/blender/blender/pulls/144189
The `Add` > `Scene` > `New Scene` operator was behaving as follows:
* If there is no active scene strip, create an empty blank scene and
assign it to a new scene strip.
* Otherwise, use the scene referenced by the active scene strip and
use one of the copy scene methods (blank, copy settings, copy linked,
or full copy) to create a new scene and assign it to a
new scene strip.
This was not ideal for 2 reasons:
1. With no strip selected, creating blank scenes is generally not very
useful as it means that the user has to e.g. update all the render
settings, add a camera, etc.
2. The behavior of copying an existing scene by using the active strip
is very hidden. Also because adding the strip immedialty calls the
move operator, so you cannot even adjust the copy method of the
scene.
This PR changes 3 things:
1. Don't use at the active scene strip. Instead use the active scene.
2. Don't create an empty blank scene, copy the settings of the active
scene by default. This means that e.g. render settings can be reused.
3. The operator entry in the `Add` > `Scene` menu is now called `Empty Scene`.
Part of #144063.
Pull Request: https://projects.blender.org/blender/blender/pulls/144069
Mixing dynamic data with other data always results in dynamic now. While this
wasn't true without lists, it is true now and also makes sense generally. Also
mixing lists and single values or fields results in a list now.
Pull Request: https://projects.blender.org/blender/blender/pulls/144183
Node buttons declared with `NodeDeclarationBuilder::add_default_layout`
are not visible in the `uiTemplateNodeView` used for shader nodes among
others. This happens in the Glass BSDF shader node.
The `ui_node_draw_node` was not handling node layout items in case the
node is using a custom socket order.
This was originally fixed in #143781 which was closed accidentally.
Pull Request: https://projects.blender.org/blender/blender/pulls/144159
This removes the `STRIP_DUPE_UNIQUE_NAME` and `STRIP_DUPE_ALL` macros
and replaces them with an `enum StripDuplicate`.
A flag with a value of 0 was implicitly used as "duplicate selected strips" so the
enum uses `Selected = 0` to document this behavior better.
Pull Request: https://projects.blender.org/blender/blender/pulls/144125
Vulkan 1.0 render passes have been replaced by dynamic rendering in 1.2.
Blender Vulkan backend was implemented with dynamic rendering in mind.
All our supported platforms support dynamic rendering. Render pass support
was added to try to work around an issue with legacy drivers. However these
drivers also fail with render passes.
Using render passes had several limitations (blending and some workbench
features were not supported). As no GPU uses it and it is quite some code
to support it is better to remove it.
Pull Request: https://projects.blender.org/blender/blender/pulls/144149
This was disabled because island selection used to be exposed as a
UV selection mode (along with vertex/edge/face) where selecting
parts of other islands would seem like a bug.
Now island selection has been moved to a separate toggle it makes
sense to allow connected geometry to be included in the selection when
other selection options enforce this.
Support limiting the merge by connected geometry.
This is useful for operations such as bevel where it's not desirable
for the merge to connect isolated surfaces.
Accessible from the Python API, no user visible changes.
Ref !144036