This ports the `lock_material` layer property to GPv3.
For this, the `layer_index` is also required in `retrieve_editable_points`
and `retrieve_editable_strokes` to choose strokes based on
the `lock_material` property.
In `retrieve_editable_elements` we now pass the `MutableDrawingInfo`
to get both the `drawing` and `layer_index`.
Pull Request: https://projects.blender.org/blender/blender/pulls/119913
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
To be tackled by future commits:
* Setting the property when checking for updates.
* Read this property for the splashscreen information (and in the future the status bar).
Ref: !122487
Remove the button "Update Views" that requires the user to update visible views manually. This is now consistent with the automatic update of compositor tree, when views are added or deleted, see #120685.
The patch also addresses #109866 (not really a fix since behavior in that bug report is intentional).
Pull Request: https://projects.blender.org/blender/blender/pulls/122290
As Node Wrangler add-on is moving to extensions platform and maybe isn't shipped
with Blender from 4.2 onwards, some of it's more important functionalities which are
crucial for Blender UX can be ported inside core. Also see #121749.
This PR ports "Preview Node" operator from add-on inside `scripts/startup/bl_operators`.
When Shift-Ctrl (or Shift-Alt) clicked on the node operator connects output socket of the
node to active Output node in the tree (group, material, light, or world output). For Geometry
Nodes this is just handy operator, but in Shader Nodes, because Viewer Node isn't
implemented, this has always been the only way to quickly preview nodes by connecting
it to Material Output.
Changes made from Node Wrangler version:
- Renamed operator from "Preview Node" to "**Connect to Output**", because node previews
already mean a different thing in context of compositor and shader editor, and viewer node
is used for previewing in geometry nodes. Connect to Output is correct name because in every
context it's called that's what it does.
- Assigned shortcut Shift-Alt-Click in shader editor as well. Even though Shift-Ctrl click already
works, it's good to have consistency with geometry nodes, so that users can use same shortcut
in both contexts.
Operator doesn't work in compositor. It's not clear if that's wanted (to connect to Composite node),
and if it is it'll be added in separate PR.
Original authors of the add-on: Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian Meyer
Pull Request: https://projects.blender.org/blender/blender/pulls/122016
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 new `Method` property allows to replace Diffuse GI
by simple ambient occlusion. This can be desirable for
performance or look.
This doesn't add the memory savings but there are already
some performance gain by using this option.
Implementation of the proposal in: #121535
When drawing with "project to surface" turned on, it is now possible to restrict the projection to only the selected objects.
This is really useful for drawing onto surfaces that has a lot of detail meshes that you don't want to project onto.
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.
Previously, when dropping a node on a link with incompatible sockets, the link
would be removed. While sometimes useful in super simple setup, it is generally
useless for most work. Even worse, users might not notice that they accidentally
removed a link (this has been reported in the recent geometry nodes workshop).
This patch changes this behavior in two ways:
* A node can't be inserted onto an incompatible link anymore.
* A link will be dimmed while dragging a node over it, if it is incompatible or if
alt is pressed.
Pull Request: https://projects.blender.org/blender/blender/pulls/121975
`BM_mesh_triangulate` is used in exporters (when the "Triangulate"
option is ON), the `Triangulate` modifier and currently also in the
`Triangulate` geometry node (even though there are plans to change this,
see !112264)
So in practice, exporters (Alembic/FBX/OBJ/Collada) were breaking
custom normals for game pipelines (unless everything was triangulated
beforehand).
This change builds upon 93c8955a72 (uses the use
`BM_custom_loop_normals_to_vector_layer` /
`BM_custom_loop_normals_from_vector_layer` pair of calls).
In the case of the `Triangulate` modifier, this had its own try at
preserving custom normals in 7d0fcaa69a -- doing very similar
things but as an option -- this is now removed (so it is always done,
which fits into "interpolate custom data if it's there" design that we have
nowadays).
NOTE: the "Triangulate Faces" operator already did the same
Pull Request: https://projects.blender.org/blender/blender/pulls/121871
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
Recently we haven't been adding separate storage structs just to
store a single enum, partially with the hope these will be changed
to sockets in the future, but also because it isn't worth the boilerplate.
Missed in the review of #121333.
This pull request adds an "Active Element" node that exposes the active
vertex, edge, or face index to the geometry node tool context. The
presence of an active element is available as a boolean.
This node enables the creation of "active-to-selected" style operators.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121333
Using a non-virtual derived struct for polymorphism is error prone,
especially combined with the requirements of DNA. Instead, use a
separately allocated runtime struct as done for many other DNA structs.
In a followup commit, the remaining runtime members of `PreviewImage`
could be moved to the new runtime struct.
Pull Request: https://projects.blender.org/blender/blender/pulls/121509
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
Add new ID_IS_EDITABLE macro that checks if the ID can be edited in the
user interface. Replace usage of ID_IS_LINKED where it is used with this
meaning.
Also add a corresponding ID.is_editable property for Python.
This prepares for the ability to edit some linked datablocks for brush
assets.
Pull Request: https://projects.blender.org/blender/blender/pulls/121838
The end of a fixed duration frame is stored as a special
`GreasePencilFrame`, notably with a `drawing_index` of
-1.
These were previously called "null" frames (because they
don't point to a drawing). But this name wasn't great.
This commit renames these to the more descriptive
"end" frame. In code, they are `GreasePencilFrame::end()`
and can be checked for with `frame.is_end()`.
All comments and function names referring to "null"
frames have also been updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/121868
Developed as part of the brush assets project, see #106303. No user visible
changes at this point.
Makes it possible to display asset shelves as popups. These popup asset shelves
use static storage for their settings, mainly to remember the active catalog
and filter string, while keeping them separate from the permanent asset shelf
region. Further, the popup can be displayed in any editor, making asset
selectors possible to add anywhere in the UI. When an asset is chosen, an
operator passed to the asset shelf as bl_activate_operator is called, with an
asset weak-reference to refer to the activated asset stored in the operator
properties.
Adds UILayout.template_asset_shelf_popover() to insert asset shelf popup
buttons, taking an asset shelf idname and some normal UI parameters.
The extensions system allows to extend Blender with connectivity to the internet. Right now it means Blender can
discover and install add-ons and themes directly from the internet, and notify users about their updates.
By default this is disabled (opt-in), and users can enable it the first time they try to install an extension or visit
the Prefences > Extensions tab. If this is enabled, Blender will automatically check for updates for
extensions.blender.org upon startup.
When will Blender access the remote repositories:
* Every time you open the Preferences → Extensions: ALL the enabled repositories get checked for the latest info (json)
* Every time you try to install by dragging: ALL the enabled repositories get checked for the latest info (json).
* Every time you start Blender: selected repositories get checked for the latest info (json).
------------------
From the Blender code point of view, this means that most of the add-ons and themes originally bundled with Blender
will now be available from the online platform, instead of bundled with Blender. The exception are add-ons which are
deemed core functionality which just happened to be written as Python add-ons.
Links:
* Original Extenesions Platform Announcement: https://code.blender.org/2022/10/blender-extensions-platform/
* Extensions website: https://extensions.blender.org/
* User Manual: https://docs.blender.org/manual/en/4.2/extensions/index.html#extensions-index
* Technical specifications: https://developer.blender.org/docs/features/extensions/
* Changes on add-ons bundling: https://devtalk.blender.org/t/changes-to-add-on-bundling-4-2-onwards/34593
------------------
This PR does the following:
* Move extensions out of experimental.
* No longer install `scripts/addons` & `scripts/addons_contrib`.
* Add `scripts/addons_core` to blender's repository.
These add-ons will still be bundled with Blender and will be always enabled in the future, with their preferences
moved to be more closely integrated with the rest of Blender. This will happen during the remaining bcon2 period.
For more details, see #121830
From scripts/addons:
* copy_global_transform.py
* hydra_storm
* io_anim_bvh
* io_curve_svg
* io_mesh_uv_layout
* io_scene_fbx
* io_scene_gltf2
* pose_library
* ui_translate
* viewport_vr_preview
Extra: bl_pkg (scripts/addons_contrib)
Note: The STL (legacy) add-on is going to be moved to the extensions platform. There is already a C++ version on core
which is enabled by default.
All the other add-ons are already available at extensions.blender.org. To use them you need to:
* Go to User Preferences > Extensions
* You will be greated with an "Online Extensions" message, click on "Enable Repository".
* Search the add-on you are looking for (e.g, Import Images as Planes).
* Click on Install
Over time their maintaince will be transferred over to the community so their development can carry on. If you used to
help maintain a bundled add-on please read: https://devtalk.blender.org/t/changes-to-add-on-bundling-4-2-onwards/34593
Ref: !121825
Many files were including headers unnecessarily because
they were included incirectly here. Instead use more forward
declarations and includes in the specific files that need inline
functions. Also:
- Add const to arguments for one function
- Remove `flip_qt` and `flip_qt_qt`from the header
Sun extraction convert part of light comming from the world to a
sun light which increases the quality of the rendering. The goal
of this feature is to workaround the limitation of the storage
techniques used for environment lighting inside EEVEE.
This first implementation works by clamping the world lighting and
summing the excess lighting and (and its incomming directions) to
deduce the sun position.
All the lighting is then transfered into this light power. The sun
angle is computed based on the directionnality of the excess lighting,
the more divergent the excess lighting is, the bigger the angle.
This has a few benefits:
- It's stable and behave well under animation. This is because we
average a lot of data.
- It's fast as it can be done inside the remap shader in one pass.
- It requires only one parameter, the clamp threshold.
However, it has some issue:
- It modifies the lighting as we change the incomming direction for
excess lighting away from the chosen sun direction. This could be fixed
by masking only lighting around the chosen sun direction (requires 2
passes, slower).
- Given that this only average the direction, it behaves poorly if there
two opposite bright light sources (it puts the sun in the middle). This
could be fixed by extracting more suns, but that becomes more complex
and requires even more passes.
- It looks bad if the summed lighting is not supposed to be a perfect
disk in specular reflections or if the sources are too divergent as the
disk is too big and the approximation fails short. This could be
mitigated by adding an upper bound to the sun radius. For now we
workaround this issue by exposing the sun angle parameter in the UI.
A more precise algorithm can be implemented in the future to avoid
having to deal with these limitations. A possibility is to use
importance sampling to randomize sun position. But that would be only
for final render.
Pull Request: https://projects.blender.org/blender/blender/pulls/121455
Effectively, make GPU compositor available without need to enable
an experimental feature set.
The compositor device is now exposed in the Performance panel of
Render Buttons. It is also still available in the compositor's
N-panel, together with some other options which are more about how
editing works, and not exactly related to render performance.
Pull Request: https://projects.blender.org/blender/blender/pulls/121398
There was an overloaded version of `add_layer` that took
a const reference to a source layer. The function would
duplicate that layer.
The function name `add_layer` was a bit confusing in this
case. Calling it `duplicate_layer` makes it a bit clearer.
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/121637
The new/experimental, layered `Animation` data-block is merged with the
existing `bAction` data-block.
The `Animation` data-block is considerably newer than `bAction`, so the
supporting code that was written for it is also more modern. When moving
that code into `bAction`, I chose to keep the modernity where possible,
and thus some of the old code has been updated as well. Things like
preferring references over pointers.
The `Animation` data-block is now gone from DNA, the main database, etc.
As this was still an experimental feature, there is no versioning code
to convert any of that to Actions.
The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that
can be obtained via `some_action->wrap()`.
`animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and
`is_action_layered()`. They **all** return `true` when the Action is
empty, as in that case none of the data that makes an action either
'legacy' or 'layered' is there.
The 'animation filtering' code (for showing things in the dope sheet,
graph editor, etc) that I wrote for `Animation` is intentionally kept
around. These types now target 'layered actions' and the
already-existing ones 'legacy actions'. A future PR may merge these two
together, but given how much work it was to add something new there, I'd
rather wait until the dust has settled on this commit.
There are plenty of variables (and some comments) named `anim` or
`animation` that now are of type `animrig::Action`. I haven't renamed
them all, to keep the noise level low in this commit (it's already big
enough). This can be done in a followup, non-functional PR.
Related task: #121355
Pull Request: https://projects.blender.org/blender/blender/pulls/121357
This adds a light parameter to avoid near camera pixels
allocating too much shadow resolution.
This is more intuitive than the scale shadow setting and
allows reducing the precision without changing the look
of distant shadows.
For sun lights, the property sets the minimum pixel
size the shadow can contains. This allows to
remove a lot tilemap close up.
For local lights, there is another additional property
to set the maximum resolution in shadow space (like
EEVEE-Legacy) instead of in world space (like sun
lights). This allows making older files lighter and
allow a more conservative approach to resolution.
This add versionning code to handle EEVEE-Legacy files
that had fixed resolution per light type.
The resolution setting is always in world space distance
as the maximum shadow resolution distribution might change
in the future or be dependent on other parameters
(like beam angle). This ensure that there is no
dependency on these parameters, but make the
setting use very small units. But this is more of
a UI problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/121701
This implements removing of groups and adds an operator
`GREASE_PENCIL_OT_layer_group_remove`.
Groups can be removed in two ways:
* Remove the group and keep the children.
* Remove the group together with all its children.
Based on an earlier attempt by @PratikPB2123 here: !121611
Pull Request: https://projects.blender.org/blender/blender/pulls/121663
This allows to expose these settings in the Performance panel in the
render buttons. Also moves compositor-specific options away from the
generic node tree structure.
For the backwards-compatibility the options are still present in the
DNA for the bNodeTree. This is to minimize the impact on the Studio
which has used the GPU compositor for a while now. They can be
removed in a future release.
There is no functional changes expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/121583
This adds the functions `has_active_group` and `get_active_group`,
similar to the `has_active_layer` and `get_active_layer` ones.
Also refactors some of the code to use these new functions instead.
EEVEE-Next world volume are infinite like Cycles. EEVEE-Classic world volumes
end at the clip_end of the camera/viewport. This can lead to confusion as
it would render different then expected.
This PR adds an operator to convert a world volume into a mesh volume. The
operator can be found in the shader editor (world mode) and in the properties
panel/World/Volume.
**Why an operator?**
As this alters the content of the scene we want the artist to be in control of
the conversion. Doing it automatic lead to a lot of complexity and cases that
might not be expected by the user.
Pull Request: https://projects.blender.org/blender/blender/pulls/119734