Detection of whether an object is in Edit mode can rely on checking its
obdata ID status (for meshes e.g.), which will falsly make remapping
code think it is remapping the obdata of an edited object.
Somewhat work around the issue by forcing such remapping for the time
being. On the long run, check should be updated to only rely on the
Object's status.
Replace Listbase with a VectorList for duplist generation.
Performing one heap allocation for each dupli becomes very costly on
scenes with many instances.
Using a VectorList can make playback up to 15% faster.
Most scenes will have lower performance improvements,
but none of the ones I tested were slower.
VectorLists also have the advantage of being able to query the size of
the duplilist.
Pull Request: https://projects.blender.org/blender/blender/pulls/138947
This changes the engine identifier back to `BLENDER_EEVEE`.
We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).
This also rename a bunch of pannels that were using `next`
in their name.
This is a breaking change for Addons compatibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/140282
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.
Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.
This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.
Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/135223
In `brush_blend_write` and `scene_blend_write` the brush/tool settings
brush size are doubled for 5.0 to store diameter instead of radius, it
should be divided back to original value after writing (for undo),
otherwise your will see your brush size doubles everytime an undo push
is involved.
The doubling was caused by 582c7d94b8, now it should not
happen.
Pull Request: https://projects.blender.org/blender/blender/pulls/139914
This mainly adds DNA level IDProp storage for system properties, their
handling in data management code, and the forward-versioning code
copying back content from system properties into 'all-in-one' single
IDProperties storage, for data types that will support both in Blender
5.0.
There is no user-facing changes expected here.
Part of #123232.
Pull Request: https://projects.blender.org/blender/blender/pulls/139257
In 5.0, we plan to change the brush size from representing radius to
diameter. This means that for 5.0 files loaded in 4.5, we need to
scale the stored value when reading the relevant brush fields.
Related to #134204
Pull Request: https://projects.blender.org/blender/blender/pulls/139561
Add ability to randomize color of each stroke for or use perlin noise
randomization during the stroke. Works similarly to grease pencil stroke
color randomization. This feature is available for all mesh color
painting modes (Sculpt Paint brush, Texture Paint and Vertex Paint)
This setting is available both as a per-brush setting and a unified
setting on the scene level. Additionally, the equivalent Grease Pencil
options have been migrated to these more generic flags and values.
Based on this [1] RCS request.
[1]: https://blender.community/c/rightclickselect/mwgbbc/
Pull Request: https://projects.blender.org/blender/blender/pulls/128953
e.g. stands for "exempli gratia" in Latin which means "for example".
The best way to make sure it makes sense when writing is to just expand
it to "for example". In these cases where the text was "for e.g.", that
leaves us with "for for example" which makes no sense. This commit fixes
all 110 cases, mostly just just replacing the words with "for example",
but also restructuring the text a bit more in a few cases, mostly by
moving "e.g." to the beginning of a list in parentheses.
Pull Request: https://projects.blender.org/blender/blender/pulls/139596
Check if either the memory is zero or already matches the default value,
and copy. This simplifies a common pattern to a single line.
Preparing for default initializers in DNA (#134531).
Pull Request: https://projects.blender.org/blender/blender/pulls/138830
Rework internals of how VSE caching is done. Primarily to make all the
caching logic more understandable from development point of view, but
also has several user visible implications (more details in the PR):
- Simpler and fewer caching UI options,
- Disk cache is gone (primary reason: proxies are kinda the same thing),
- VSE cache size set in preferences is actual size used for VSE caches
now (previously caching stopped as soon as whole Blender used that
much memory, even if some memory usage was not about VSE at all),
- Certain scenarios of cache invalidation are faster now.
Pull Request: https://projects.blender.org/blender/blender/pulls/137926
Custom properties on pose markers in Actions were not handled properly
in the following ways:
- They were not written to or read from blend files, which resulted in
crashes (reported in #138201).
- They were not duplicated when the pose marker lists were duplicated
(during Action duplication), which would leave the duplicate marker
*sharing* custom properties with the marker it was duplicated from.
This PR fixes these issues by creating functions to handle the reading,
writing, and copying of marker lists which properly read/write/copy
custom properties as well, and using those functions in the relevant
places.
Pull Request: https://projects.blender.org/blender/blender/pulls/138494
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138317
Ref: #132179
Renames:
- `Editing.act_seq` -> `Editing.act_strip`
- `SequenceModifierData` -> `StripModifierData`
- Its member `mask_sequence` is now `mask_strip`.
- `MetaStack.parseq` -> `MetaStack.parent_strip`
- Remaining function names/parameters that were not dealt with in #132748
- Various references to `seq` or `sequence` throughout code and docs when
referring to a strip
Also moves `_get` to the end of the renamed function names where
applicable for standardization (unless "by" or "from" are used).
There should be no changes to current behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138077
Add a "Pixel Density" sub-panel to render output settings which
can be used to set the density (as pixels per inch for example).
This is then written to images that support pixel density.
Details:
- The scene has two values a PPM factor and a and base unit.
- The base unit defaults to pixels per inch as this is the most
common unit used.
- Unit presets for pixels per inch/centimeter/meter are included.
- The pixel density is stored in the render result & EXR cache.
- For non 1:1 aspect renders, the density increases on the axis
which looks "stretched", so the PPM will print the correct
aspect with non-square pixels.
Ref !127831
This adds a new more accurate antialiasing to the Grease Pencil
render engine. This is only available for render.
This Accumulation AA doesn't replace the SMAA. SMAA is still
used by the viewport and for removing aliasing from the
depth buffer. However, using both at the same time can lead
to overblurred result.
Here are some measurements for how much the render time
increases compared to the baseline with different (SSAA) sample
counts (using an example production file, rendered at 1080p,
results might vary depending on the scene complexity):
* 8 samples: +0.14 s
* 16 samples +0.36 s
* 32 samples: +0.58 s
Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/136551
The main issue of 'type-less' standard C allocations is that there is no check on
allocated type possible.
This is a serious source of annoyance (and crashes) when making some
low-level structs non-trivial, as tracking down all usages of these
structs in higher-level other structs and their allocation is... really
painful.
MEM_[cm]allocN<T> templates on the other hand do check that the
given type is trivial, at build time (static assert), which makes such issue...
trivial to catch.
NOTE: New code should strive to use MEM_new (i.e. allocation and
construction) as much as possible, even for trivial PoD types.
Pull Request: https://projects.blender.org/blender/blender/pulls/136134
When duplicating a scene in any way other than Full Copy, the VSE data
is (apparently) not copied along. To prevent dangling F-Curves, any
animation of sequencer strips is removed. This is now done correctly for
slotted Actions, instead of looping over the legacy `action->curves`
field.
Also the F-Curve RNA path that's being tested for is updated. Instead of
deleting all F-Curves with `sequences` in the name, the code now
correctly looks for `sequence_editor.strips_all`.
Pull Request: https://projects.blender.org/blender/blender/pulls/135576
This PR creates 2 namespaces for VSE code:
- `blender::seq` for sequencer core code
- `blender::ed::vse` for editor code
These names are chosen to not be in conflict with each other.
No namespace was used for RNA.
Finally, file `BKE_sequencer_offscreen.h` was moved from BKE to sequencer.
Pull Request: https://projects.blender.org/blender/blender/pulls/135500
The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly
replace most of its usages with the new, C++-style type-safer template version.
* `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`.
* `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`.
* `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`.
Similar templates type-safe version of `MEM_mallocN` will be added soon
as well.
Following discussions in !134452.
NOTE: For now static type checking in `MEM_callocN` and related are slightly
different for Windows MSVC. This compiler seems to consider structs using the
`DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default
copy constructors are deleted). So using checks on trivially
constructible/destructible instead on this compiler/system.
Pull Request: https://projects.blender.org/blender/blender/pulls/134771
This shared state between original data and depsgraphs was added in
98a0bcd425. Other physics systems also share
the pointcache, but not the simulation state to this extent, which leads
to this kind of crash.
The mutex lock is not a great solution, you don't really want both render and viewport to be filling the same cache in parallel. However
this kind of problem also exists in other physics systems, and solving
that is certainly beyond the scope of 4.4, and probably needs to wait
for a bigger physics rewrite. In general the recommendation is to bake
everything before rendering.
Pull Request: https://projects.blender.org/blender/blender/pulls/134779