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
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).
Caused by 0a633a4e07
NLA and driver tree-elements were not added to the outliner when
"action" is unlinked from the object. This is due to the wrong `if`
condition preventing the excution of `expand_drivers/expand_NLA_tracks`.
Pull Request: https://projects.blender.org/blender/blender/pulls/118597
Originally caused by 90c4e2e6ec [which did not translate the tooltip
descriptions for enum items at all]
That was fixed in cbc5d861db [which was working fine for the default
translation context -- which is most of the time]
Now 7d7318f6c5 added the `BLT_I18NCONTEXT_ID_ID` translation context
to `buttons_context_items` (rightfully so) but using this context on the
enum item **description** translation does not really make sense. So as
a result, the description was not translated in this case.
To resolve, now dont use a special translation context for the
**description** of enum items at all, this is also what
`property_enum_translate` does.
Pull Request: https://projects.blender.org/blender/blender/pulls/118653
Since `IDOverrideLibraryProperty` apparently stores its rna_path with
string-based collection keys, we have to make sure we also use string-
based keys elsewhere in `OverrideRNAPathTreeBuilder::build_path` and
down the line, otherwise:
- we get duplicate collection entries ("pose.bones[1].constraints" vs.
"pose.bones["Bone.001"].constraints")
- crashes may occur (we are reading on an already freed `TreeElement`
see #118307 for ASAN output)
So now make sure we are using string-based collection keys when we can
so the TreeElements match /and dont get duplicated).
NOTE: the duplication of entries came with 67b92418ee
Pull Request: https://projects.blender.org/blender/blender/pulls/118573
So far, when deleting a library (either explicitely, or through e.g.
relocation), its dependencies would get a `nullptr` parent, and
therefore become 'directly used' libraries.
This commit adds a new util to rebuild the libraries hieararchy, and
calls it when a Library ID is deleted.
NOTE: While logic is somewhat similar to what liboverride resync does to
sort the libraries by indirect levels
(`lib_override_libraries_index_define`), there are some key differences
here, notably the fact that if a library has a valid `parent` pointer,
it is not replaced, even if a 'better' parent (less indirect library)
could be found.
The issue described was that the motion path didn't display the last frame
of a scene.
This PR makes the user facing motion path range inclusive on both ends.
E.g. when the user specifies a motion path from 1-24 the will now get all 24
frames, whereas previously the motion path would end at frame 23.
This also makes the `Scene Frame Range` option work properly since that
had the same issue. Now it displays the actual full scene range.
Internally, the `bMotionPath` is still exclusive on the upper bound.
It is just the `bAnimVizSettings` range that has been modified.
Pull Request: https://projects.blender.org/blender/blender/pulls/118611
Rewrite the code so that users get an error message when trying to
rename something to an existing file in the file browser. Before this
change Blender would not print any notifications on why the rename
failed if a file with the same name already existed.
Pull Request: https://projects.blender.org/blender/blender/pulls/118571
Not all filesystems on linux supports the RENAME_NOREPLACE flag.
If we get a EINVAL return value, retry with a non atomic operation.
RENAME_NOREPLACE was introduced in 050d48edfc, so this is a regression
fix as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/118571
This change makes it so build system and update utilities for Blender builds
are using pre-compiled libraries and other resources attached as Git modules
instead of using checkout of SVN repositories in the parent folder.
The directory layout:
```
* release/datafiles/
* assets/ -> blender-assets.git
* publish/
* ...
* README.txt
* lib/
* darwin_x64/ -> lib-darwin_x64.git
* darwin_arm64/ -> lib-darwin_arm64.git
* linux_x64/ -> lib-linux_x64.git
* windows_x64/ -> lib-windows_x64.git
* tests/
* data/ -> blender-test-data.git
```
The changes about configuring the actual Git sub-modules are not included
into this patch, as those require repository to actually exist before it
can be used.
The assets submodule is enabled by default, and the rest of them are
disabled. This means that if someone runs `git submodule update --init`
they will not get heavy libraries. The platform-specific and tests
related submodules are enabled when using `make update` or `make test`.
All the submodules are tracked: this means that when new commits are
done to the submodule, the blender.git repository is to be updated to
point them to the new hash. This causes some extra manual work, but it
allows to more easily update Blender and its dependencies to known good
state when performing operations like bisect.
Ref #108978
Pull Request: https://projects.blender.org/blender/blender/pulls/117946
The issue here is that the `parent` pointer of indirectly linked
libraries would not be propoerly cleared when their current parent was
deleted.
Note that this fix will leave effectively indirectly linked libraries
shown as directly used ones in the UI, until the blendfile is saved and
reloaded. This is not a new issue though, deleting a parent library in
the Outliner has the same effect.
This addresses issue #93052.
Now converting the USD "varying" interpolation type to
the "point" domain type when importing USD attributes.
There have been some inconsistent opinions in the USD
developer community about whether "varying" interpolation
is equivalent to "corner" or "point" domains for meshes.
However, DCCs such as Unity and Houdini assume that the
number of entries for attributes with "varying" interpolation
is the same as the number of points, and this change allows
Blender to import such assets without error.
Pull Request: https://projects.blender.org/blender/blender/pulls/118539
When using a square color picker you can drag it very wide in an RGB
node. Once over a threshold the round cursor in the color canvas will
turn into a vertical bar. Caused by (dumb) proportion test. Replaced
with a proper check for gradient type.
Pull Request: https://projects.blender.org/blender/blender/pulls/118542
When switching to an object with invalid channels,
the red underline would only appear on the second redraw.
Same when switching the other way around, then they would
stay until the next redraw.
The issue is that the logic to check if that line should be drawn
is checking the flag of the `bAnimListElem` which gets it from
the FCurve. But the FCurve is only checked later down the line
when getting the name.
Fix it by checking the flag on the FCurve directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/118522
When the retopology overlay is enabled, the edit mesh is not drawn
in solid mode. When you disabled overlays however, it would not be
drawn in any mode, which understandably confused users.
Now it checks whether overlays are enabled before it hides the solid mesh.
Pull Request: https://projects.blender.org/blender/blender/pulls/118422
Although it is nice to skip embossing for middle buttons in aligned
rows, this only applies to vertically-aligned buttons. Horizontal ones
need to keep their embossing, if enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/118304
Multiple threads may try to load the "All" asset library catalogs, so
avoid working on the same catalog service in parallel.
Found when testing #118463 on top of #118382, by creating a sculpt brush
asset while the asset shelf is open. The 3D View header would trigger
reloading of the "All" asset library catalogs to display node assets in
header pulldowns, while the asset shelf triggered a threaded reload of
the asset library.
Problem here is that when selecting/activating an object in a different
scene in the Outliner, the Outliner will automatically switch scenes via
`WM_window_set_active_scene` however the `view_layer` was untouched and
as a consequence `BKE_view_layer_synced_ensure` gets the right scene but
the "wrong" viewlayer [which makes it not do its thing properly]
To solve, now use the new active viewlayer after having switched scenes.
NOTE this also solves a couple of other asserts elsewhere (when not
deleting, just selecting/activating could assert on
`DEG_is_evaluated_object(ob)`)
Pull Request: https://projects.blender.org/blender/blender/pulls/118458
Fairly straightforward.
Note that only the Noise modifier is handled in this commit, for demonstration/testing purposes.
The other modifiers remain TODO and will be handled in later commits.
Pull Request: https://projects.blender.org/blender/blender/pulls/118415
This changes the drawing of the zone nodes to align corresponding input
and output sockets. The resulting nodes are smaller and it's easier to see
how data is passed through them.
Drawing aligned sockets is already technically supported for quite a while
already, but we haven't used it so far. Using them for zone nodes seems to
provide benefits only. How we use aligned sockets in other nodes still has
to be discussed more.
This patch only changes run-time data. It doesn't affect what is written to
.blend files.
In the node declaration, aligned sockets are created by tagging a socket
so that it is aligned with the previous socket. This is a bit different from
what we had before where a single socket declaration would be used for
an input and output socket. I think the approach used here works better,
especially in a potential future scenario where the input and output socket
has a different type.
Pull Request: https://projects.blender.org/blender/blender/pulls/118335
The check for owner ID here was preventing the online manual access to work for user preference properties.
This is also true for Python API Documentation access.