The code path isn't well defined when there aren't any faces, causing
the vert, face, and corner normal caches to call each other, potentially
trying to lock the same mutex twice.
Duplicating a strip that references an ID like the scene strip would not
duplicate the scene. This is wanted in some workflows.
To align with the rest of Blender, this changes the behavior for how
strips are duplicated:
* `Shift + D` ("duplicate"): Duplicate the strip and also duplicate the
IDs referenced by the strip. Currently this only affects `Scene`,
`MovieClip`, and `Mask` strips.
* `Alt + D` ("duplicate linked"): Duplicate the strip, but reference the
same IDs. This is the current behavior in `main`.
Part of #144063.
Pull Request: https://projects.blender.org/blender/blender/pulls/144138
This is similar to #144199. It needs a few more changes because more places
handle geometries in a special way compared to data-block sockets.
It might be that there are more usages of `GeometrySet` as value for geometry
sockets instead of `SocketValueVariant`. Unfortunately, there isn't really an
automated way to find these. So far I found all the places that needed fixing
through tests.
This is the last socket type that did not use `SocketValueVariant` yet. So
afterwards, it's likely possible to simplify a bunch of code to use
`SocketValueVariant` instead of `void *`.
Pull Request: https://projects.blender.org/blender/blender/pulls/144355
During a short period (Blender 500 sub 33) the legacy custom data
struct was saved in an invalid state. This adds a check to
avoid crashing when loading a file that was saved during that time.
Pull Request: https://projects.blender.org/blender/blender/pulls/144337
The remapping from old to new linked IDs was done one by one, with all
the related pre/post processing. In particular for objects, this could
easily lead to quadratic cost (need to loop over all objects for each
object)...
Solved by reworking the remapping logic in relocation code to process
all linked data in a single call.
From quick tests locally, it makes relocating a library with 10k object
got from 50s to about 5s.
A 40k linked objects case goes from 'way too long to measure' to about 4
minutes.
So there is likely still some things that could be improved here
(processing time still does not seem to be O(n)), but at least it's
usable now.
Pull Request: https://projects.blender.org/blender/blender/pulls/144207
The previous code to get unique instance ids did not actually ensure 100%
uniqueness. Now the code does and hence the "almost" from the name is removed.
In practice, this change likely does not have any impact because the fallback
case is very unlikely to be reached.
Pull Request: https://projects.blender.org/blender/blender/pulls/144324
The fix is to detect when the compute context is recursive and to stop the
search early in that case. Currently, this does not generate a warning. There
will be a warning when trying to evaluate the recursive closure though.
Pull Request: https://projects.blender.org/blender/blender/pulls/144330
Use `SocketValueVariant` for all the data-block types as well. Before it was
used for e.g. float, integer and menu sockets.
The only remaining type afterwards is the geometry socket which will be moved
separately.
Using `SocketValueVariant` for all socket types will simplify code later on and
also removes the need for dealing with raw memory in more cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/144199
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
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
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
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
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
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
Follow up to f646948ace
The repeat zone color is changed back to the color it used in 4.5, to
avoid the need for people to re-learn the color. The closure socket and
zone share the same color, which is made more yellow-ish to distinguish
it from the bundle socket color.
This is fundamentally quadratic code until #140907 is implemented. However, the
old approach that didn't use `StringRef` was a few percent faster because it
didn't have to call `strlen` as often. So this brings back a little bit of
performance in cases like #140706.
Pull Request: https://projects.blender.org/blender/blender/pulls/144012
This PR adds a flag to the pose bone that determines its visibility.
Doing so allows to hide a pose bone and
* don't affect other instances of the same armature
* save the visibility even if the rig is linked
The visibility of the bone in object mode is now also determined by the
pose bone whereas before it was the `Bone`.
**This breaks backwards compatibility** on the Python API since the visibility property,
on the `Bone` behaves differently now as it hides the edit bone instead of the pose bone.
In order to remove all active uses of `BONE_HIDDEN_P` the changes in `armature_skinning.cc` are required.
Part of #138482
Pull Request: https://projects.blender.org/blender/blender/pulls/139167
Previously line art uses the same thickness value as found in grease
pencil before blender v4.3 for generating strokes, now everything is
migrated to using "radius", so it makes more sense to change that it to
using "radius" so it's consistent with everywhere else.
Pull Request: https://projects.blender.org/blender/blender/pulls/144121
This patch redesigns the File Output node to provide better UX and UI.
This is mainly achieved by allowing the user to create inputs by
dragging into an Extend socket and adjust existing inputs using the
familiar UI list design available in Blender. Additionally, various UI
changes were done:
- The Use Node Format option was renamed to Override Node Format for
clarity.
- Socket types are now fixed and do not change as new links are made,
allowing users to specify the exact output type and employ implicit
conversion if needed.
- The distinction between images and Multi-Layer EXR was made clearer.
- Final output paths are drawn in the UI to remove guess work.
- The Base Path was split into a Directory and a File Name.
- Panels were added to group options, include a panel for the node
format, items, and item formats.
Pull Request: https://projects.blender.org/blender/blender/pulls/141091
This patch improves warnings displayed when the user attempts to use
passes in render engines other than EEVEE with the viewport compositor.
Previously, an error icon was always displayed if the viewport
compositor was in use as well as a viewport overlay text. This error
existed even when the render engine was set to EEVEE and even if the
passes are not actually used, which was always confusing for users.
This patch improves this by only displaying the error when a pass is
actually used and when a non-EEVEE render engine is used.
This is implemented internally as an extra info callback for the node.
And the compositor_unsupported_message member hack was removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/144005
Replaces the `FPS` macro with `scene->frames_per_second()`.
The macro has two major issues:
* It hides that it depends on a `Scene *` variable named `scene`.
* It makes debugging harder.
This is now replaced with a member function on the scene.
Pull Request: https://projects.blender.org/blender/blender/pulls/144127
Temporary directory handling had a logical error, assuming the
"session" temporary directory was owned and created by Blender
and could be recursively removed on exit.
However, it's possible creating the session sub-directory fails,
in that case the temporary directory was used for the "session".
This meant setting `C:\` as the temporary directory in the preferences
would attempt to recursively remove `C:\` on exit.
Resolve with the following changes:
- Only perform a recursive removal on the temporary directory
if a session sub-directory was created.
- If the creating the user-preferences temporary "session" sub-directory
fails fall back to the systems temporary directory and try to
create the "session" directory there.
Previously this was only done if the preference path didn't exist.
The preferences path was still used if it existed but couldn't be
written to.
Include a test to ensure this is working as expected.
Ref !144042
Introduced in 4434a30d40
The above commit changed many of the `wm.radial_control` default
keybinds used in various paint modes to support accessing the "unified"
properties on a per-mode basis. While the base Blender keymap and the
industry compatible keymap were updated, this change was not applied
to custom keymaps, leading to confusing behavior for the users.
Pull Request: https://projects.blender.org/blender/blender/pulls/143872
Assign the shape keys pointer to the subdiv mesh as was already done for the
evaluated mesh This could already fail before, but is more common now that
subdiv evaluation is always using the wrapper.
Pull Request: https://projects.blender.org/blender/blender/pulls/144030
Unit tests veryfying expectation for curves::nurbs::calculate_evaluated_num().
Expectation is computed from closed form expressions rather then hard coded
values. Purpose for this is to make the tests easier to adjust if, for example,
parameter sampling pattern is changed. It should also make them easier to read
and understand.
Additional purpose is to create a baseline and verify changes for #144000.
Implementation is essentially examples from:
https://link.springer.com/book/10.1007/978-3-642-59223-2
Pull Request: https://projects.blender.org/blender/blender/pulls/143920
This PR scales the VFont placeholder character so that it is always
approximately en width. It is currently too wide and scales the size
and line width incorrectly for different font dimensions.
Pull Request: https://projects.blender.org/blender/blender/pulls/143812
The W channel in quaternion and axis-angle F-Curves is now themeable
(defaulting to yellow), instead of incorrectly blending the X and Y axis
theme colors.
The original blending math did not take into account that the hue
channel actually wraps around, and so the blended color became blue
instead of the intended yellow.
Instead of fixing the math, the theme has been expanded for this W axis.
The default color is set to the mathematically correct yellow.
Co-authored-by: Sybren A. Stüvel <sybren@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/143211
The behavior of the field inferencing changed slightly. So instead of checking
if the link connects a socket that has a field to one that does not, check the
source is a field and the target does not support one. Note the difference
between "having a field" and "supporting a field".
This was probably broken in 7b7c630018.
Pull Request: https://projects.blender.org/blender/blender/pulls/143975
The Group Input node can not access viewport compositor passes, this is
because EEVEE only considered render layers node. This fixes that by
also taking root group input nodes into consideration.
Pull Request: https://projects.blender.org/blender/blender/pulls/143996
Cryptomate's init process would access the scene's viewlayers even when
`build_meta_data` was false - and the `CryptomatteSession` constructor
would only ensure valid viewlayers if `build_meta_data` is `true`.
Triggered in a complex setup (BCon25 app template), but suspect this was
reproducible when the compo node tree is used in a non-active scene.