When the asset view in the sidebar of the pose library would contain
more than a few handful poses, interaction and animation playback
performance would be impacted considerably. This was because our icon
drawing scales image buffers using a rather slow method on the CPU.
This commit changes it so the asset icons are scaled using the GPU.
Note that this is a temporary change. I'd like all icon code to use
GPU-side scaling, see D13144. But such a change is too risky to do in
the release branch at this point, so this fix is specifically for the
3.0 release.
As can be confirmed by checking generic code for this operation,
it is supposed to blend between the result of Breakdown based on
actual frame range, and the current pose. However for some reason
the quaternion specific code was blending between the current pose
and the current keyframed pose. This means that the operation does
nothing if invoked without modifying the pose first.
This rewrites the code to match the non-quaternion behavior.
Differential Revision: https://developer.blender.org/D13030
Interpolation vertex data on loose edges was writing into already
allocated data.
Resolve this by skipping vertex end-points for custom-data interpolation
which has already been copied from the source mesh.
Reviewed By: sergey
Ref D13082
Out of bounds read and potential out-of-bounds write when transforming
the 2D cursor for image editor and sequencer.
While this didn't cause user visible bugs in my tests,
it's error prone and should be avoided.
Use TransData2D for 2D cursors.
Error introduced in rB69d6222481b4 and partially fixed in rB24310441ddc8.
When gizmo was turned on but the scene has more than one 3D viewport, one of them the snap cursor did not appear.
In the tools tab, the tool icon would be offset when it intersected
the bottom of the editor. With some screen resolutions, the icons on
the left side of the editor would also move when intersecting the
bottom of the editor. This happened because of the truncation in
the implicit conversion from float to int. Instead, use explicit
conversion functions.
Differential Revision: https://developer.blender.org/D11097
Evaluated meshes from curves are presented to render engines as
separate instance objects now, just like evaluated meshes from other
object types like point clouds and volumes. For that reason, cycles
should not consider curve objects as geometry (previously it did,
meaning it retrieved a second mesh from the curve object as well
as the temporary evaluated mesh geometry).
Further, avoid adding a curve object's evaluated mesh as data_eval,
since that is special behavior for meshes that is arbitrary. Adding an
evaluated mesh there but not an evalauted pointcloud is arbitrary,
for example. Retrieve the evaluated mesh in from the geometry set
in BKE_object_get_evaluated_mesh now, to support that change.
This gets us closer to a place where all of an object's evaluated data
is stored in geometry_set_eval, and we just have helper functions
to access specific geometry components.
Differential Revision: https://developer.blender.org/D13118
During animation playback, data-blocks are reallocated, so storing
pointers to the resulting data is not okay. Instead, the data should
be retrieved from the context. This works when the applied search
item is the "dummy" item added for non-matches. However, it still
crashes for every other item, because the memory is owned by the
modifier value log, which has been freed by the time the exec function
runs.
The next part of the solution is to allow uiSearchItems
to own memory for the search items.
The point domain attributes (stored on splines) are sorted so they
have a consistent order on all splines after the join. However, spline
domain attributes were included in the new order, which didn't work
because the length of the attribute lists didn't match. The simple fix
is to only include point domain attributes in the new order vector.
The current `ICON_SMALL_TRI_RIGHT_VEC` uses dark hard-coded colors ([`0.2`, `0.2`, `0.2`])
which makes it impossible to theme and hard to see in dark contexts.
Use `ICON_RIGHTARROW` to match the Outliner's breadcrumbs. This icon uses `TH_TEXT` so it's visible as long as the rest of the text is.
##### Master
(Properties editor background made red on purpose to be able to see the triangle icon)
{F11713038, size=full}
#### This patch
{F11713039, size=full}
Reviewed By: #user_interface, Severin, HooglyBoogly
Maniphest Tasks: T92771
Differential Revision: https://developer.blender.org/D13106
In some cases when geometry is created in Geometry Nodes
the viewport stats will show 0 because runtime data is not filled.
This patch sets the runtime data on instances.
Differential Revision: https://developer.blender.org/D12738
For single point splines that weren't at the origin, the results were
incorrect. Now take into account the tilt, radius, etc. just like the
general case.
The VSE grid theme setting is currently used for two things:
* Indicate time intervals (vertical lines)
* As separator between channels (horizontal lines)
This adds visual noise because for the time interval to be visible, the
grid color needs to be bright, resulting in a rectangle-grid backdrop.
Recently, the VSE got a theme setting to customize alternate-row background color.
This should be sufficient to tell the channels apart without the need for a line in between.
Additionally, this patch makes the VSE background use the theme setting as-is,
without hard-coded darkening, to ease the tweaking of themes. This aligns the style
of the VSE backdrop with the rest of Blender (Outliner rows, File Browser, Spreadsheet,
Info and animation editors).
Related reports: T92581
Related task: T92792
#### Before
{F11680317, size=full}
#### After
{F11694981, size=full}
Reviewed By: #user_interface, Severin
Maniphest Tasks: T92581
Differential Revision: https://developer.blender.org/D13072
Issue introduced in {7e66616b7e15} where the shader was replaced with a
2d image shader. This patch reverts several commits that removed the 3d
image shader.
This reverts commit 9bd97e62ad.
This caused T92818.
Event handling relies on checking for NULL window to detect file load in
enough different areas of the code that this isn't a practical solution.
Revert this change in favor of an alternative approach.
The issue was that some geometries were not synced again even when
they changed. This commit adds a map that keeps track of the geometries
that need to be updated when an object has changed.
Differential Revision: https://developer.blender.org/D13020
A group node could reference an undefined group when the group
was linked and its source file was not found on load. The field
inferencing code did not handle that case before.
With this change, the file provided in T92799 loads successfully.
Cloth modifier had a unique, weird and weak way of copying its
pointcache, now make it use `BKE_ptcache_copy_list` like done for e.g.
particles or softbody data.
Simply removing the check for `UI_STATE_TEXT_INPUT` makes it inherit
the "List Item" User Interface theme settings. This patch changes the
default theme to match the colors of text input fields.
#### Master
{F11680556, size=full}
#### This patch
{F11680557, size=full}
All the included commmunity themes seem to work well (only Deep Grey might
need more contrast but that's a different patch).
Related reports: T92720
Reviewed By: #user_interface, Severin
Maniphest Tasks: T92720
Differential Revision: https://developer.blender.org/D13073
This solves the issue in a more general that can also be used to solve
similar issues for other nodes in the future. Nodes can specify their
"main" socket in their declaration so that we don't have to rely on
heuristics.
Differential Revision: https://developer.blender.org/D13108
Many modifiers and other places use `CustomData_copy_data` to copy data
between different meshes. This function assumes that assumes that the
source and destination `CustomData` objects are "compatible" in some way.
Usually modifiers use `CustomData_copy` to create a compatible new
`CustomData` on the new mesh. The issue was that the optimization I added
for anonymous attributes broke this compatibility. It avoided copying some
attributes when they are no longer used.
This lead to attributes being copied incorrectly.
D13083 contains ideas for how this could be fixed more generally.
For now I just removed the optimization.
Differential Revision: https://developer.blender.org/D13083
Function arguments were incorrect.
Noted during @simonthommes live stream.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13110
Issue was that the context used for dropbox handling and polling didn't
match the one used for drawing the dropbox and generating the tooltip
text (which would determine the material slot under the cursor,
requiring context). The mismatch would happen with overlapping regions.
Actually, this patch includes two fixes, each fixing the crash itself:
* Store the context from handling & polling and restore it for drawing.
* Correct the hovered region lookup for drawing to account for overlayed
regions.
Note that to properly set up context for drawing, we should also account
for the operator context, which isn't done here, see
https://developer.blender.org/T92501#1247581.
Size, position and scale of the "two-line" widget (the one to scale a
node horizontally) was not taking interface scale into account. In the
case of the report, it could happen it draws behind an output socket.
before (at 2.0 interface scale)
{F11698493}
after (at 2.0 interface scale)
{F11698501}
Maniphest Tasks: T92791
Differential Revision: https://developer.blender.org/D13088
By default, when syncing materials slots between object and its obdata,
the amount of slots in obdata is the reference.
Missing linked obdata is replaced by an empty placeholder that has no
material. In that specific case, if we have a valid object ID, we want
to update the (placeholder) obdata's material count from the object one,
and not the other way around.
Even never-shown RNA properties should have at least a description, as
this is used by API doc generation scripts.
NOTE: this is more of an opportunistic set of changes than a proper
complete fix of that loack of documentation.
There was a bunch of special handling to support dropping data-blocks onto
string or search-menu buttons, to change the value of these. This refactor
makes that case use the normal drop-box design, where an operator is executed
on drop that gets input properties set by the drop-box. This should also make
it easier to add support for dragging assets into these buttons.
In addition this fixes an issue: Two tooltips were shown when dragging assets
over text buttons. None should be shown, because this isn't supported.
The version patch for 0cf9794c7e was checking and setting a data name
using the macros for translation. These would access the current
preferences which can mismatch the ones currently being version patched.
See discussion in 0cf9794c7e for details.
Don't handle translation in this version patch, which is more of a
"nice-to-have" version patch, no functionality depends on it.
The geometry node evaluator now has access to the entire socket path
from the node that produces a value to the node that uses it. This allows
the evaluator to make decisions about at which points in the path the
value should be converted. Multiple conversions may be necessary under
some circumstances with nested node groups.
Differential Revision: https://developer.blender.org/D13034