Commit Graph

154113 Commits

Author SHA1 Message Date
Brecht Van Lommel
d290ff16c8 Color Management: Simplify image format initialization
No need to have a not for render case, these settings are only used when
Save as Render or Override are on and in that case it make sense to match
the default render view transform.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/146487
2025-09-25 13:50:20 +02:00
Brecht Van Lommel
059a3f3568 Color Management: Log added displays, views and color spaces
Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/146487
2025-09-25 13:50:20 +02:00
Brecht Van Lommel
239706c6b9 Color Management: Perform display emulation using display colorspaces
Rather than relying on an untonemapped view, use the OpenColorIO v2
display color spaces. This provides a generic way of converting between
display referred color spaces using the cie_xyz_d65_interchange role
as the intermediate display linear space.

On older configs without such display color spaces, display emulation
will be disabled.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/146487
2025-09-25 13:50:20 +02:00
Jeroen Bakker
7579dafc7e Fix: GPU Draw tests
Fail threshold needed to be modified due to recent changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/146768
2025-09-25 13:40:13 +02:00
EaryChow
08c5437c13 Color Management: Use display colorspaces in OCIO config
Refactor the OCIO config to use the updated OpenColorIO 2.x recommended
format, which places spaces like sRGB and Display P3 into a separate section
dedicated to display-referred colorspaces, and puts view transforms in their
own section as well.

View transform are no longer declared as color spaces, they are now rerouted
to cie_xyz_d65_interchange, and then from there go to the display colorspace.

Also remove the dedicated reverse LUT for AgX. Since view transforms are
no longer colorspaces, using them in a `- !<ColorSpaceTransform>` line no
longer works.  The original way of re-using the inverse definition with
`- !<ColorSpaceTransform>` no longer works, it gets a bit troublesome. AgX
has never been able to perfectly invert, not even with this inverse LUT, so
might as well remove it.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/145519
2025-09-25 13:39:01 +02:00
Bastien Montagne
541f41c628 Tests: Split 'versioning' smoke-tests further.
While adding more tests does add a tiny bit of overhead, having tests
within the 10s range is better to ensure a good distribution of them
over many threads. It also helps narrowing down the actual blendfile in
case of issues.
2025-09-25 13:04:32 +02:00
Clément Foucault
6cca396e95 Node: Rewrite iter_shader_to_rgba_depth_count to not be recursive
This fixes a stack overflow on certain system when trying
to evaluate very long nodetrees. This is even more important
now that there is repeat nodes support for shaders.

Rel #146705

Pull Request: https://projects.blender.org/blender/blender/pulls/146761
2025-09-25 12:29:45 +02:00
Clément Foucault
581073533f GPU: Shader: Add orphan list to allow delayed deletion
This avoid crashes when a thread without GL context tries
to free a shader.

Fix #145966
Fix #144526

Pull Request: https://projects.blender.org/blender/blender/pulls/146720
2025-09-25 12:28:14 +02:00
Pablo Vazquez
e77261f306 UI: Move Render Preview operators to View menu
Move operators inside the "Render Preview" menu back to the View menu.

This does not include "Render Viewport Keyframes", see #146749

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146756
2025-09-25 12:24:35 +02:00
Pablo Vazquez
4193cb4f17 UI: Rename animation footers to Playback Controls
Rename the menu item "Footer" in Animation/VSE to "Playback Controls".

This only affects the menu item label under `View`, in the following editors:
* Dope Sheet
* Graph Editor
* NLA Editor
* Sequencer

The name "footer" has issues:

* It's not descriptive of what it does/contains.
* It can be moved to the top, so no longer a footer.
* When used in other editors, it may contain different things so it
  is unexpected what to find in it.

See PR for screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146727
2025-09-25 12:16:32 +02:00
Clément Foucault
0d9a80ceeb Fix #146745: EEVEE: Missing dependency for displacement node 2025-09-25 12:14:22 +02:00
Sean Kim
344040a891 Tests: Update workspace UI tests
* Removes unused entries for 2D Animation
* Adds 'Storyboarding' test

Pull Request: https://projects.blender.org/blender/blender/pulls/146760
2025-09-25 11:57:14 +02:00
Sean Kim
327a1925cf Paint: Rename curve and curve_preset
This commit renames the following DNA fields and corresponding RNA
properties to better represnt usage:

* `Brush.curve` to `Brush.curve_distance_falloff`
* `Brush.curve_preset` to `Brush.curve_distance_falloff_preset`

Pull Request: https://projects.blender.org/blender/blender/pulls/146254
2025-09-25 11:54:53 +02:00
Sean Kim
b279e74889 Texture Paint: Ensure new catalogs are visible by default
Follow up to 06e391b5e4

Pull Request: https://projects.blender.org/blender/blender/pulls/146757
2025-09-25 11:40:44 +02:00
Christoph Lendenfeld
19bf803e51 Anim: Remove layer_prev and layer_next operators
The operators `action.layer_prev` and `action.layer_next` were already removed from
the UI in #13306

with this patch they are completely removed from code as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/146755
2025-09-25 11:39:28 +02:00
Julien Kaspar
06e391b5e4 Image Paint: Add pixel art brushes and catalogs
Added a couple new Texture Paint mode brushes related to #146384:
- Paint Pixel Art
- Erase Pixel Art

(NOTE: Just like I wrote in the brush description, they are only
working in the image editor for now. In the 3D Viewport they can be
used but do not lead the the same result yet.)

To keep the related brushes close together I organized the brushes
into catalogs, similar to grease pencil.

Pull Request: https://projects.blender.org/blender/blender/pulls/146717
2025-09-25 11:03:15 +02:00
Clément Foucault
4886f3de04 GPU: Remove leftover debug code generating files 2025-09-25 11:01:42 +02:00
Clément Foucault
fe213f80a4 GPU: Shader: Make info files generated
This is the first step of moving the create infos
back inside shader sources.

All info files are now treated as source files.
However, they are not considered in the include tree
yet. This will come in another following PR.

Each shader source file now generate a `.info` file
containing only the create info declarations.

This renames all info files so that they do not
conflict with their previous versions that were
copied (non-generated).

Pull Request: https://projects.blender.org/blender/blender/pulls/146676
2025-09-25 10:57:02 +02:00
Richard Antalik
e655243825 Fix: infinite loop when region is too small
When region is too small, `calculate_grid_step()` can return value of 0.
This can happen if the editor happens to be just few px wider than side panel.

The root cause was, that region pixelsize was calculated with
`BLI_rcti_size_x(&v2d->mask)`, but the result needs to be offset by 1.

Caused by ab43c57a2a

Pull Request: https://projects.blender.org/blender/blender/pulls/146365
2025-09-25 10:48:32 +02:00
luz paz
bee5cdeaea Fix: Typo in tools/triage/issues_needing_info.py
Fixes user-facing typo. Found via codespell

Pull Request: https://projects.blender.org/blender/blender/pulls/146716
2025-09-25 10:32:04 +02:00
Clément Foucault
e098441b5a GPU: Material: Improve limit of UBO size
This moves the UBO size limit to be a capability.
This allows to check if size fits the requirements before
creating it and avoids hitting an assert.

Rel #146705

Pull Request: https://projects.blender.org/blender/blender/pulls/146728
2025-09-25 09:44:12 +02:00
Clément Foucault
3cf7ce0fd1 Fix: Node: Integer overflow in GPU nodetree evaluation
This was caused by `stack_index` being stored as a `short`
even though the stack `index` inside `ntree_exec_begin` was
`int`.

Rel #146705

Pull Request: https://projects.blender.org/blender/blender/pulls/146733
2025-09-25 09:43:22 +02:00
Brady Johnston
c010bab779 Nodes: Reorder socket data types list
Currently there is a difference in the assigned accelerator keys for
Boolean attribute type for Store Named Attribute and Named Attribute.
For Named Attribute it is assigned <kbd>B</kbd> as a user would expect
but in the Store Named Attribute it is assigned <kbd>o</kbd> as it comes
after _Byte Color_ which leads to confusion when using lots of each node.

This PR changes the order of the socket types so simpler types come
first, and updates the attribute types to reflect this same ordering.

This fixes the issue with the accelerator keys and improves overall
consistency. The more specialised subtypes such as 8-Bit Integer, Byte
Color and 2D Vector all appear at the end of the menu in the same order.

This ordering will also be reflected in other nodes such as Sample Index,
Sample Curve etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/146722
2025-09-25 09:34:36 +02:00
Richard Antalik
97297bd167 Fix #146484: Stack overflow due to recursive strip rendering
When effect of adjustment layer strip is moved below the adjustment
layer, this causes infinite loop in strip rendering. Same happens when
you use multicam strip and set source channel to one of its effects.

This is fixed by passing `SeqRenderState` to the effects. If any strip
renders "seqbase" pointer of strip is stored in set in the render state
struct. If the pointer exists in this set, function returns without
rendering anything. In other words, The strip must never render itself.

Pull Request: https://projects.blender.org/blender/blender/pulls/146624
2025-09-25 08:48:56 +02:00
Campbell Barton
84559f8bd4 Fix: trailing zeros added to the rounded value with split units
When units were split into larger and smaller values, the larger
value is rounded and should not show trailing zeros.
Trailing zeros should only be used for the smaller unit.

Ref !140790
2025-09-25 13:55:21 +10:00
Campbell Barton
a69dede3f1 Cleanup: minor changes to unit comments 2025-09-25 13:53:10 +10:00
Campbell Barton
2f3e6e69df Cleanup: rename BM_mesh_{validate=>is_valid}
The term validate is often used to make the data valid
(e.g. BKE_mesh_validate) where is this only checks the mesh is valid.
2025-09-25 11:22:23 +10:00
Aaron Carlisle
d33e78bf06 UI: Movie Clip Editor: Consistent Header Layout
Align header layout with the Image Editor:

- Place ID selectors and transform controls in the center
- Place Display properties to the far right.
2025-09-24 20:40:12 -04:00
Aaron Carlisle
f16320e118 UI: Improve Movie Clip Display Aspect Ratio
- Disable animation support (consistent with image editor)
- Use property split layout
2025-09-24 20:20:15 -04:00
Aaron Carlisle
18d0532915 UI: Movie Clip Editor: Add Overlays Support
Move several clip and mask display options into a common Overlays popover,
consistent with other editors. Includes a global toggle (Shift-Alt-Z) to
show/hide all overlays at once.

Also adds the missing annotations toggle, cursor visibility toggle, and moves mask display options in
the Image Editor into the Overlays popover due to shared code paths.

See PR for images.

Pull Request: https://projects.blender.org/blender/blender/pulls/145895
2025-09-24 23:51:06 +02:00
Nika Kutsniashvili
e0392599f8 UI: Theme: Remove face dot color property
Mesh faces have a separate theme color for selected dots (1px dot in the center of the face),
in both the 3D Viewport and the Image Editor.

I don't think there is any justification for why that 1 pixel has to be a different color from rest
of the active face. Even if result isn't satisfying, we should be tweaking Face Selected color
for this purpose. 1 pixel doesn't deserve its own theme setting.

This PR removes property from both editors, and instead uses "Face Selected" color with alpha
hardcoded to 1 (removed properties didn't have alpha). Also note that dot is still visible in 3D viewport
because Face Selected color is different from Face Mode Selected color, which is used for faces
when dots are drawn.

There are no visual changes in default themes.

Pull Request: https://projects.blender.org/blender/blender/pulls/145364
2025-09-24 19:04:28 +02:00
Habib Gahbiche
2e8d5a238e Cleanup: Description for deprecated use_nodes
Pull Request: https://projects.blender.org/blender/blender/pulls/146721
2025-09-24 18:41:50 +02:00
Brecht Van Lommel
790527b149 Fix: Compositor test should ignore Software metadata with Blender version
OpenEXR files now write the Blender version, so this would fail
comparing metadata when we bump it.

Pull Request: https://projects.blender.org/blender/blender/pulls/146711
2025-09-24 18:08:44 +02:00
Clément Foucault
34e5f0a4a6 Fix #146281: Overlay: Uninitialized data in Paint Mask
The early out case did not initialize the data.

This caused garbage data to be used for the visibility
flag, producing inconsistent result.

Pull Request: https://projects.blender.org/blender/blender/pulls/146704
2025-09-24 17:26:50 +02:00
Hans Goudey
fd76bfdd46 Fix #146350: Mesh edit "reverse/rotate colors" crash
MeshRuntime was null but required by the implementation
of the attribute API. This code is much hackier than necessary
anyway and should just use BMesh CustomData directly rather
than trying to be clever.

Also part of #122398.

Pull Request: https://projects.blender.org/blender/blender/pulls/146674
2025-09-24 17:10:48 +02:00
Sean Kim
eec8d81088 Fix: Use Laplacian as default relax method for UV sculpting
Introduced in e3894f0a07

Pull Request: https://projects.blender.org/blender/blender/pulls/146702
2025-09-24 16:35:40 +02:00
Habib Gahbiche
4c2a92e550 Compositor: Reintroduce scene.use_nodes as deprecated in Python API
This partially reverts c499adf3b8. We decided in #141278 to mark
`material.use_nodes` as deprecated instead of removing it. For
consistency reasons, we do the same for the Scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/146633
2025-09-24 16:13:36 +02:00
luz paz
279e20a9f2 Cleanup: Fix typos in source/blender/blenlib
Fixes some user-facing and non-user-facing typos. Found via codespell.

Pull Request: https://projects.blender.org/blender/blender/pulls/146111
2025-09-24 15:37:57 +02:00
Pablo Vazquez
039549900b Templates: Add Storyboarding app template
Implements #144061, part of the Story Tools project #135058

Add a new "Storyboarding" app template, as a quick way to start drawing
on multiple scenes/shots thanks to the VSE Sync Scene setting.

- Created based on the 2D Animation template
- Features an additional Sequencer editor with `Sync Scene` enabled.
- Adds one `Edit` scene used in the Sequencer.
- Adds one Scene asset (`Shot.000`) as example to be used as blueprint,
users can edit it and later add/duplicate in VSE to create new shots.
- Adds two scenes as example (`Shot.001`, `Shot.002`), based on the
  included `Shot.000` Scene asset.

Default Edit scene length is 10 seconds, while the shots are 2 seconds
each. The default of 250 frames for each shot was a bit much and didn't
serve as good example in the Sequencer timeline.

One aspect missing is the Scene range overlay from !146165, but that can
be added via versioning.

See PR for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/146658
2025-09-24 15:14:08 +02:00
Habib Gahbiche
db8188a794 Python: Nodes: deprecate 'world.use_nodes' instead of removing it
`world.use_nodes` was initially removed in #142342. However, in #141278
we decided not to remove `material.use_nodes` from the API to
avoid breaking exporters. This commit brings the removed
`world.use_nodes` back and marks it as deprecated.

Pull Request: https://projects.blender.org/blender/blender/pulls/146629
2025-09-24 14:57:46 +02:00
Habib Gahbiche
b33250f799 Nodes: Forward compatibility for World
Implement forward compatibility for World by always writing
`use_nodes=true` when saving blend files.

This was missed in #142342

Pull Request: https://projects.blender.org/blender/blender/pulls/146628
2025-09-24 14:49:47 +02:00
Omar Emara
5462d90fa8 Compositor: Make Bokeh Blur size input in pixels
This patch makes the Size input of the Bokeh Blur node defined in
pixels as opposed to being relative to 0.01 the greater dimension of the
image.

Pull Request: https://projects.blender.org/blender/blender/pulls/146367
2025-09-24 14:45:54 +02:00
Philipp Oeser
2f5f9a9cdb UI: clarify tooltip for "User Tooltips"
Even when disabled, one can force the tooltip display by holding ALT
**prior** to entering/hovering a control. This PR clarifies that.

(also clarified in the actual manual separately)

Resolves #146689

Pull Request: https://projects.blender.org/blender/blender/pulls/146707
2025-09-24 13:41:44 +02:00
Omar Emara
92be913a2a Compositor: Remove XY scale from Displace node
This patch removes the XY scale inputs from the Displace node. The
inputs were redundant since they were just multiplied by the vector.
This simplifies the node and improves performance slightly.

Additionally, the Vector input was renamed to Displacement since it no
longer specifies a direction.

Pull Request: https://projects.blender.org/blender/blender/pulls/146356
2025-09-24 13:33:24 +02:00
Bastien Montagne
91d2d54703 Fix Outliner File view not grouping indirectly linked libraries.
Indirectly linked libraries are supposed to be put under their 'best
parent' library, this has been broken in the outliner for some times.
for several reasons.

This commit addresses the 'outliner hierarchy building' part of the
problem. The 'everything ends up directly linked' is addressed by
!146667.

Pull Request: https://projects.blender.org/blender/blender/pulls/146669
2025-09-24 11:57:02 +02:00
Bastien Montagne
0224d3083b Fix writefile making all linked IDs directly linked.
Regression from 435b6743fd, when considering UI ID usages to define
if IDs are weekly direclty linked, cases where this should not be the
case (e.g. Outliber ID pointers) ended up making them directly linked.

So essentially, all linked data became directly linked when writing the
blendfile on disk!

Fixed by adding a new `IDWALK_CB_WRITEFILE_IGNORE`, to tell the
writefile code that it can ignore this ID usage (similar to the existing
`IDWALK_CB_READFILE_IGNORE` one).

Pull Request: https://projects.blender.org/blender/blender/pulls/146667
2025-09-24 11:55:53 +02:00
Bastien Montagne
00612f0960 Fix (unreported) broken ui_undo_tests due to mistake in geonode code.
poll function expects a modifier or `None` from `get_context_modifier`,
and was getting `False` instead...
2025-09-24 11:51:15 +02:00
Clément Foucault
9b7086a422 GPU: Shader Preprocess: Port more function to use parser
This allows to share the parsed structure between each
preprocessing step if no mutation occurs.

Also remove `matrix_constructor_linting` as this is
now enforced by the C++ compilation. Same thing for
`array_constructor_linting`.

Pull Request: https://projects.blender.org/blender/blender/pulls/146666
2025-09-24 11:47:23 +02:00
Dalai Felinto
ad4ffa595b make lite: force WITH_ASSERT_RELEASE to be ON
WITH_ASSERT_ABORT is already on by default on builds.
Having WITH_ASSERT_RELEASE makes the lite builds more useful by default.

This would have helped to spot issues like: d8ef3b3752

Pull Request: https://projects.blender.org/blender/blender/pulls/146696
2025-09-24 11:38:18 +02:00
Bastien Montagne
d8ef3b3752 Fix (unreported): Sequencer: assert/crash when showing Add->Scene menu.
Regression from 851e5b55af3... Please do test changes on debug builds
before committing...
2025-09-24 10:26:32 +02:00