This fixes a bug that happens when two drawings in the same grease pencil
data-block reference the same array. In this case, the same attribute array
pointer is written to .blend files for both drawings. However, when loading the
.blend file, it was not detected that the data is shared. Instead each drawing
would think that it was the single owner of the array even though it was shared.
The same problem can technically occur for all kinds of shared data, and not
just for grease pencil. However, only grease pencil shows this issue currently,
because it can easily happen that the same attribute is shared between different
`CustomData` within the same data-block. This very rarely happens with meshes or
curves, because different `CustomData` usually have different sizes and don't
share the same arrays.
A previous fix (cc891aa699) solved pretty much the same issues for the case
when two layers in the same `CustomData` share data. This original fix is now
generalized and is integrated with `BLO_read_shared` which makes it less error
prone. For each data-block, the `BlendDataReader` now remembers which shared
data it has loaded before so that it is not loaded again.
In the future this could be extended to support data that is shared between
data-blocks, but that's not as straight forward as one would hope currently. For
various reasons, different data-blocks could store independent data at the same
pointer. I specifically noticed that with a regression test file:
`blender/tests/data/modeling/geometry_nodes/attributes/attribute_statistics.blend`.
To support it, one solution could be to tag `BHead` in .blend files to indicate
that a specific pointer is shared and unique within the entire file. But that's
for another day.
Pull Request: https://projects.blender.org/blender/blender/pulls/122780
Support for "System" extensions as an alternative to the current
"User" extensions repository.
The purpose of this change is to support bundling extensions for
offline work or in environments where users setting up thier own
extensions isn't desirable, see #122512.
Details:
The default "System" repository on Linux will for example use:
- `/usr/share/blender/4.2/extensions/{system}` For system installs.
- `./4.2/extensions/{system}` For portable installs.
- Blender's default startup now has a "System" repository
which users or administrators may populate.
- Repositories can select between User/System paths,
setting a custom path overrides overrides this setting.
- Add "BLENDER_SYSTEM_EXTENSIONS" (matching "BLENDER_LOCAL_EXTENSIONS").
Ref !122832
In GPv2 the brush strength was it's own setting in the
`brush->gpencil_settings`. Now we just use the `brush->alpha`
like all other brushes.
Note: The versioning will be done when GPv3 becomes the default.
Pull Request: https://projects.blender.org/blender/blender/pulls/122565
The Film-like curve mapping option in the RGB Curves node in the
compositor produces bad results when editing its RGB curves. That's
because Film-like curve mapping only works with the combined curve by
definition, since it is a hue preserving mapping. Furthermore, the
Film-like option ignored the white balancing step altogether.
To fix this, we hide the current curve option for the File-like option
and only allow editing the combined curve, handing the same case for
versioning and RNA updates. Further, we port the implementation from the
realtime compositor which is both correct and takes white balancing into
account.
Pull Request: https://projects.blender.org/blender/blender/pulls/122762
This was caused by #122706 which moved the
versioning after linking where the engine is
already changed to EEVEE-Next. This made the
versioning never run.
# Conflicts:
# source/blender/blenloader/intern/versioning_400.cc
Add an overlay option to automatically display a label on reroute nodes.
This automatic label is propagated through chained reroute nodes and
is based on the explicit label of linked reroute nodes.
The automatic label is dimmed to distinguish it from manually set ones.
Pull Request: https://projects.blender.org/blender/blender/pulls/113368
This handles the transition to EEVEE-Next (now EEVEE).
This removes some things that make no sense to keep
even for compatibility.
- Scene.eevee.light_cache_data
- Scene Light cache operators
- Scene Light cache RNA properties
The remaining legacy properties will be removed later
on to avoid python API breakage.
We keep the identifier of EEVEE-Next as `BLENDER_EEVEE_NEXT`
to avoid addons being incorrectly silently made compatible
with the EEVEE-Next where the Python API is different.
This renaming should be done in 5.0 release.
Thank you EEVEE-Legacy, you served us well.
Pull Request: https://projects.blender.org/blender/blender/pulls/122433
The sculpting template was created in Blender 2.80 and never adjusted
since then. The alpha socket is added as after linking step of the
versioning.
The GPU material clipping was done before clipping and would crash when
sockets don't exist.
Pull Request: https://projects.blender.org/blender/blender/pulls/122706
This commit changes how users can interact with handles:
Unselected handles are not drawn anymore by default. Handles are bit
thinner. If handle can't be selected, because strip is too small,
it is not drawn.
When hovering over strip handle a cursor is changed to represent a
handle shape. It is possible to select 2 handles at once if strips are
adjoined.
When tweak event happens on unselected handle, handle selection is lost
ater tweaking.
This behavior can be disabled in preferences:
Editing > Video Sequencer > Tweak Handles.
Moving strips with G key works same way as before.
Pull Request: https://projects.blender.org/blender/blender/pulls/109522
The material blend mode Clip and Opaque are not supported
in EEVEE-Next and need to be emulated using math nodes.
This PR makes it possible to automatically convert the
simplest cases. More complex cases need user interactions
to fix.
Rel #122489
Pull Request: https://projects.blender.org/blender/blender/pulls/122608
By capturing multiple attributes with one node, the user can make sure that those
are evaluated together in the same context. This can be quite a bit more efficient
compared to capturing multiple fields separately (also because we don't optimize
grouping multiple capture nodes together yet).
The change is fully backward compatible. Forward compatibility has been added
for some cases. Especially, files created in older versions that are saved with this
newer version will still work in the older version.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121665
Move extension update display from the splash screen to the status bar.
Based on !122413 with minor changes & removal of splash text.
Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
The setting adds the "Custom Shape Wire Width"
option to the "Viewport Display/Custom Shape" section of a pose bone.
As the setting says, this controls how thick the wire is drawn in the viewport.
This is done by adding a geometry shader that makes two triangles out of a line.
The Anti-Aliasing is controlled by the setting
Viewport->Quality->Smooth Wires->Overlay in the user preferences.
## Artifacts
When increasing the line width, the lines start to separate at their vertices.
This comes from extruding each edge along the normal of its direction.
This could be solved by adding round caps in a later PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/120176
Show white text and black outline when dark, black text and white
outline when light. Slight darkening of TH_TIME_GP_KEYFRAME and
the red used for slow FPS to better work with varying backgrounds.
Pull Request: https://projects.blender.org/blender/blender/pulls/122449
Regression from 435b6743fd, no usage of unlinkable ID (mainly
shapekeys...) should make them directly linked.
Note that this had no serious consequences, it was mainly printing annoying
error messages in release builds, and asserting in debug ones.
There is a fundamental issue when adding nodes from versioning code right now.
Generally speaking, versioning code should not change after it has been written.
If old versioning code suddenly changes its behavior, it can invalidate the versioning
code that comes after it.
The issue is that while the versioning code itself doesn't change, it is indirectly calling
code that is changing and evolving all the time. This makes the versioning unreliable
and makes it hard to do certain changes (e.g. changing which sockets a node has).
It's easy to overlook issues this creates because many of these cases don't have
regression tests.
The solution is to keep the versioning code more independent from the part of
Blender that is constantly evolving. More specifically, this means that when adding
a node, this should not take the current node initialization and declaration code into
account. Instead, the versioning code should just manually create the node with
the sockets that it expects based on the version that the versioning code has been
written for.
This patch adds new `version_node_add_empty`, `version_node_add_socket` and
`version_node_add_link` methods which allow creating nodes without calling ever
evolving code.
Pull Request: https://projects.blender.org/blender/blender/pulls/121664
While easier to understand, the conventionnal global
scene thickness parameter have some downside:
- It doesn't scale with larger scenes since the
distant samples have small thickness
- It doesn't handle fine geometric variation in
foreground.
The proposed angular thicknes makes all sample
have the same angular span. This makes it
distance independant and capture different occluder
thickness with less artifacts. The downside is
that the occluders have the same angular span
at any distance which makes the same occluder inflate
with distance.
A downside is that the geometry near the shading point is
under-represented. Leaving light leaking or lack of AO
at contact points. To fix this, we introduce back a
geometric thickness parameter.
Pull Request: https://projects.blender.org/blender/blender/pulls/122334
This was a consequence of the work done in #106321, where this specific
'active in UI' case was not identified and properly handled.
Now, consider most ID usages from UI (editors) as 'weak links', i.e.
keep a reference to these IDs even if they are only indirectly used.
Note that missing weak links will not create placeholders if the source
data is not found in the library anymore on load. they are just silently
dropped.
Pull Request: https://projects.blender.org/blender/blender/pulls/122207
Linking a datablock from a library does not update the namemap, but
there is an assert added in 47672bd06a that checks this at the end
of library linking.
Usually it does not trigger because the namemap does not exist, and it
is cleared at the end of the process. Now clear it earlier, at the
moment the namemap becomes invalid.
Pull Request: https://projects.blender.org/blender/blender/pulls/122182
This allow to reduce the amount of noise and reduce
the lost energy caused by low thickness and large
stride (low sample count).
Actual number of rays is twice the UI count.
The reasonning is that we already have a resolution limit
slider per light.
The global shadow resolution scale is usefull as a quick
speedup option to reduce shadow cost for viewport regular
work or for quick rendering. For final render, the per
light resolution limit is more suited than a LOD scale
since it doesn't modify the filtering of based on distance
from the camera.
This feature is really not hard to add back if there is
a compelling use case for it.
A few ID types are considered as 'never unused' in Blender (UI related
ones, the Libraries and the Scenes). Local IDs of this type are always
considered as used, even if no other ID links to them.
This was previously fairly weekly defined and implemented (mainly in the
writefile code and the 'tag unused' libquery functions).
This commit formalize this characteristic of ID types by adding a new
`IDTYPE_FLAGS_NEVER_UNUSED` flag, and using this in the few places in
the code that handle unused IDs.
Add a preference to "Work Offline" system preference as well as command
line options `--offline-mode` & `--online-mode`
(which overrides the preference).
This option is displayed in the initial setup screen too.
This is currently respected by:
- Check for updates on startup
- Disables running an update when enabling extensions.
When Blender is launched with `--offline-mode` the option cannot be
enabled in the preferences. This is intended for environments
where internet access is intentionally disallowed.
Background: with Blender supporting access to online-repositories
as well as 3rd party extensions themselves potentially accessing the
internet. This setting provides a way for users to disable online
functionality.
This prevents error messages when online access fails in environments
without internet access as well as the ability for users who prefer
Blender doesn't access the internet to have one place to turn this off.
While it does not enforce limitations on add-ons, 3rd party scripts
are expected to respect this setting using `bpy.app.internet_offline`.
The details for this will be handled along with other policies scripts
are expected to follow.
Ref !121994
This introduce a new "secret" per-repository property of type password
as described by #121856.
A token or secret may be used by some non blender.org repositories.
This only shows for remote repositories and is shown in the
"Add Remote Repository" popup.
This commit doesn't implement sending to token to the server which will
be implemented separately.
Ref !121886
Co-authored-by: Dalai Felinto <dalai@blender.org>
For the brush assets, this mechanism makes brush, texture, node tree and
image datablocks editable even when library linked.
This commit should introduce no functional change yet, as the code to
actually tag such libraries as editable will come later.
* These libraries and their datablocks are preserved when loading a new
blend file, much like the UI can be preserved.
* Operators that create new datablocks to be assigned to such datablocks
will put the datablocks in the same library immediately. This was
implemented for datablocks relevant for brush assets.
* RNA does not allow assignment of pointers from such linked datablocks
to local datablocks.
Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121920
I can't reproduce this on release or debug builds. But from the strack
traces provided in a couple reports, it looks like the runtime pointer
is null. This makes sense because BKE_previewimg_blend_read is not
called here which is what allocates the runtime struct on file read.
To maintain a "valid" PreviewImage in more code and avoid the
complexity of making the runtime pointer optional, just allocate
it in BLO_blendhandle_get_preview_for_id.
Jittered Soft Shadows support.
Improves soft shadow quality at the cost of re-rendering shadow maps every sample.
Disabled by default in the viewport unless enabled in the Scene settings.
| Tracing-only | Jitter-only | Jitter+Over-blur |
| --- | --- | --- |
|  |  |  |
Tracing-only is the method used by default in EEVEE-Next.
Jitter-only is the method used by EEVEE-Legacy Soft Shadows.
Jitter+Over-blur combines both.
Co-authored by Miguel Pozo @pragma37 (initial patch #119753)
Pull Request: https://projects.blender.org/blender/blender/pulls/121836
This unify Cycles and EEVEE setting.
We always copy the Cycles setting in versionning
except if the first scene is using EEVEE as renderer.
Note that this currently breaks importers
addons who will try to `cycles.cast_shadow`property
on the light.
Pull Request: https://projects.blender.org/blender/blender/pulls/121804