See blender/blender-assets!15 for the actual asset file change.
As part of the brush asset project, various weight paint brushes had
their falloff curve changed. This had the unintended effect of changing
the behavior of the gradient tool, as it shares the currently active
brush's settings.
This behavior is unintuitive and not well documented, as an interim fix,
the bundled assets were reverted.
Pull Request: https://projects.blender.org/blender/blender/pulls/131058
This PR changes the default theme color for TH_FACE_FRONT, used by the
Face Orientation overlay, to have zero alpha. That way, by default, it
can be used always and not interfere with the display of (normal) front
faces.
Pull Request: https://projects.blender.org/blender/blender/pulls/130618
Previously, logs from Windows bug-reporting scripts would include
a minimal level of messages from Blender itself due to the usage
of the default log level.
With this change, a new Cycles associated bug-reporting script
is now added with logging set to the maximum level, so all
debug details from the Blender application will be available
in the generated log file, which users can attach to bug reports.
Pull Request: https://projects.blender.org/blender/blender/pulls/130137
Implementation in #124333 had versioning code in `versioning_userdef.cc`
to make sure that updated configs would also have connected strips by default,
but forgot to change `userdef_default.c`.
Pull Request: https://projects.blender.org/blender/blender/pulls/129993
Earlier in the brush assets project, for mesh sculpting, grease pencil,
and curves sculpting, the toolbar brush icon used was changed to a
version with a green highlight. This commit reverts that change to use
the monochrome grey icon instead in each of these modes.
For Sculpt mode specifically, the Paint tool icon is kept as this green
version to differentiate the usages. In future releases, further changes
are planned for sculpting related brushes to better represent their
functionality.
---
### Sculpt Mode Toolbar

Pull Request: https://projects.blender.org/blender/blender/pulls/129934
This generates a `license.md` file with all the relevant information about
the different libraries and their respecive licenses.
This should replace: THIRD-PARTY-LICENSES.txt
Important files:
* `make_license.py` (main script called by `make license`.
* `licenses.json` (file to add the definition of new licenses).
* `licenses/*/*.txt` (individual license files.
The `license.md` groups the libraries per license, list their
corresponding copyright information and include the complete license.
Code includes contributions from:
* Campbell Barton (multi-line parser for versions.cmake).
* Thomas Dinges (Windows support for `make license`).
Part of: !129018
Earlier merge from the release branch included dcfe9eed2f, which set the
hash to latest commit in the release branch. Here we want it to be the
latest commit in the main branch.
This allows the files to be re-used between x64 and amd64 builds
for Windows.
This adds 500 kilobyte of files, but they almost never change, they
are required for releases anyway, and having them in the repo solves
all sort of synchronization problems.
A new graphics is now used, as it was long requested by the UI and
release/PR team.
Pull Request: https://projects.blender.org/blender/blender/pulls/128588
Since brush assets were merged, all sculpt and paint modes have a unified
"Brush" tool that is used for all brushes. Based on feedback, this mixes brush
types a bit too much, so some specific tools that use brushes should be brought
back. These brush types just behave very different from the main brush types,
and users expect them to be easily accessible from the toolbar. This also makes
them more discoverable and having tools that remember their last used brush can
be useful too (e.g. assigning shortcut to eraser tool to switch back to last
used eraser, rather than a specific eraser brush).
Note that further changes are planned, to get a true "best of both worlds"
design, where people can use a global brush library without having to worry
about tools, but brushes can also be accessed via tool categorization.
The new design works well with both mental models without being a compromise
in-between.
a79f9100a6 already brought back some tool for grease pencil draw mode, with this
commit the design is now applied to all sculpt & paint modes.
See PR for a list of tools that were brought back.
Design Task: https://projects.blender.org/blender/blender/issues/128066
Pull Request: https://projects.blender.org/blender/blender/pulls/128038
Customizable highlighting of editor edges that can be used to help
differentiate between areas, indicate active area, and/or help users
with visual impairment. Can be completely removed as well. This
replaces the active area header highlighting, which doesn't work for
transparent headers.
Pull Request: https://projects.blender.org/blender/blender/pulls/116684
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.
## Features
* The `Selection` input allows iterating over a subset of elements on the set
domain.
* Fields passed into the input node are available as single values inside of the
zone.
* The input geometry can be split up into separate (completely independent)
geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
value from each iteration.
* New geometries can be generated in each iteration.
* All of these geometries are joined to form the final output.
* Attributes from the input geometry are propagated to the output
geometries.
## Evaluation
The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.
## Performance
There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.
However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.
An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.
Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.
Pull Request: https://projects.blender.org/blender/blender/pulls/127331
This rename the `Cutter` tool's name, code and icon to `Trim`.
The legacy Grease Pencil code is unchanged.
This was discussed in the 2024-07-30 Grease Pencil Module Meeting.
Reasons for the change:
- Match the `Trim Stroke Ends` setting on brushes.
- Match the `stroke_trim` operator.
- Name is more clear and more commonly used.
- Frees the name for a future boolean cutting tool.
Pull Request: https://projects.blender.org/blender/blender/pulls/126452