Commit Graph

119832 Commits

Author SHA1 Message Date
Aras Pranckevicius
de5d0cfdc5 Fix #138795: FBX importer was not handling armatures with non-bone nodes
File under #138795 showed several issues, which, while investigating
them, led to also fixing some other issues.

- FBX files can contain non-bone nodes in between actual bone nodes
  ("fake bones" as they used to be called in Python importer). Handling
  this case was missing in the new importer.
- Due to above, some armatures had what appeared like multiple
  "root bones" inside them, which led to crashes while importing
  animations.
- Meshes with multiple armature modifiers (multiple skin deformers
  in FBX) were not handled correctly, see
  https://projects.blender.org/blender/blender-addons/issues/45171
  for when the same issue was fixed in the Python importer.

Extended test coverage to encompass the above.

Pull Request: https://projects.blender.org/blender/blender/pulls/138992
2025-05-16 21:45:27 +02:00
Thomas Dinges
cef7cb4534 Revert "Cleanup: armature bone display type naming"
This reverts commit 2149f462d4 (broke Windows x64 compilation on CI).

Pull Request: https://projects.blender.org/blender/blender/pulls/138994
2025-05-16 21:01:41 +02:00
Julian Eisel
0d7e958006 Fix: Asset editing API possibly deleting user asset files
Similar to b51229f5fd.

The asset editing API would allow deleting any .blend file that was
linked via the same API, even if it was not created & managed by the API
itself but by the user.

All users of the API had sufficient other checks, so in practice it
wouldn't happen. Still make sure the API is safe to use without
requiring the caller to perform extra checks.
2025-05-16 19:24:44 +02:00
Julian Eisel
b51229f5fd Fix: Possible overwriting of custom asset blend files
The asset editing API wouldn't check if the file it's writing to is
known to be managed by the asset editing API itself, and therefore
writable by the API. So the API could potentially lead to custom blend
files getting overridden.

To be clear, all users of the API had sufficient other checks, so in
practice it wouldn't happen. Still make sure the API is safe to use
without requiring the caller performing extra checks.
2025-05-16 19:14:44 +02:00
Harley Acheson
107c744540 UI: Increase Gizmo 3D Wire Parts Hit Size
Gizmos that contain 3D wire parts, like the rounded lines of the
"Rotate" gizmo, have a fairly small hit size that make it hard to grab,
especially with tablet pens. This PR just increases the width of these
lines during the (invisible) selection process. This is done in such ability
way that it could be increased in the future for touch if needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/138406
2025-05-16 19:04:57 +02:00
Hans Goudey
7a125d5ebc Cleanup: Draw: Simplify trivial attribute requests clearing 2025-05-16 12:30:48 -04:00
Philipp Oeser
d2ea328a6c Fix #138869: Select Colums on selected Keys fails in NLA tweakmode
Currently, `columnselect_action_keys` gets "raw" non-NLA-mapped keyframe
data via `ANIM_fcurve_keyframes_loop`  with the `bezt_to_cfraelem` callback,
so the list of `CfraElem` contains frames in "local" FCurve space.

Later, this would be (rightfully) NLA-unmapped to "local/strip" time, because
this is what `ANIM_editkeyframes_ok(BEZT_OK_FRAME)` expects, it also only
compares "raw" `BezTriple` data.

But this only makes sense if we would store "global/scene" frame data in
`CfraElem` `cfra` already.

This is what we now do, let `bezt_to_cfraelem` perform the NLATIME_CONVERT_MAP

Pull Request: https://projects.blender.org/blender/blender/pulls/138937
2025-05-16 17:21:42 +02:00
Pratik Borhade
52b8eba9eb Fix: UI: Invert button doesn't work for some UIList instances
invert button doesn't work quite well when `filter_items()` is used in
UIList (eg. workspace, attributes list). First issue is, when search
string is empty and invert button is pressed, none item is shown. Now
fixed with extra condition of `filter_byname[0]`. Another issue is when
search string is non-empty then invert button should show elements that
doens't match with the string but it doesn't work. This occurs due to
filtering elements twice. First inside
`filter_items_by_name(reverse=true)` then `UI_list_item_index_is_filtered_visible`.
Remove `UILST_FLT_EXCLUDE` so only once the items are filtered with
invert condition.

Noticed this during !138756

Pull Request: https://projects.blender.org/blender/blender/pulls/138761
2025-05-16 16:44:45 +02:00
Pratik Borhade
6b5521d49f Fix #138713: UI: Inverting attribute UILIst shows internal attributes
Add new rna property that sets `UILST_FLT_ITEM_NEVER_SHOW` Flag for
internal attributes. This avoids internal attributes from showing in the
list with invert button is enabled, see:  `UI_list_item_index_is_filtered_visible`

Pull Request: https://projects.blender.org/blender/blender/pulls/138756
2025-05-16 16:08:30 +02:00
Mattias Fredriksson
bc0913240f Fix: Improve Obj importers parsing and detection of NURBS knot mode
Reworks the implementation for how knots are interpreted when importing
NURBS in .obj format. It refactors each test into a separate function
and simplifies functions using a 'multiplicity sequence' which counts
repeated occurances of knot values (or their 'multiplicity'). Making
comparisons simpler, clearer, and with improved correctness.

With regard to regression tests behavior is almost the same, noticable
difference is consideration of cyclic. Allowing curves with multiplicity
at the endpoints to be cyclic (so Bezier curves can be cyclic given
one repeated point). Untested behavior may also have been 'refined'
(changed), but additional tests would be needed to identify those cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/138778
2025-05-16 15:44:38 +02:00
carnaval
eb6fe4f6d7 Depsgraph: Avoid repeated evaluations when parenting multiple objects
Currently the depsgraph is re-evaluated between every parent operation
when parenting multiple objects. This patch evaluates it only once and
does all the parenting after.

Since it is most of the work, this makes a big difference in large-ish
files. For example, re-parenting 400 objects in a 4000 object file goes
from 10 seconds to a few tens of milliseconds.

I'm definitely not familiar enough with blender internals and all possible
situations to know if this is actually safe or not.

Pull Request: https://projects.blender.org/blender/blender/pulls/138616
2025-05-16 15:40:47 +02:00
Aras Pranckevicius
2149f462d4 Cleanup: armature bone display type naming
- User visible rename: "Use Armature Setting" -> "Armature Defined"
  (just added in 8bf73386f2)
- Internal code only: rename eArmature_Drawtype enum items to have
  ARM_DRAW_TYPE_ prefix, instead of just ARM_ (just ARM_ is used in
  several unrelated enums, leading to confusion)

Pull Request: https://projects.blender.org/blender/blender/pulls/138982
2025-05-16 15:35:56 +02:00
Matvey Smorodin
2ae62e3774 Cleanup: Remove Strip::slot_data_remove() in favour of looping over the strip data arrays
Refactor `Action::slot_remove`: implemented iteration over
`strip_keyframe_data_array` and direct calling
`StripKeyFrameData::slot_data_remove()`. Also removed
`Strip::slot_data_remove()` as well as `Layer::slot_data_remove` as it
had no usages after refactoring.

Fixes: #137095

Pull Request: https://projects.blender.org/blender/blender/pulls/138343
2025-05-16 15:17:58 +02:00
Aras Pranckevicius
8bf73386f2 Anim: support per-bone "Display As" overrides
Armature bone display mode (Octahedral, Stick, Envelope, B-Bone,
Wire) could only be set on the whole armature. This adds ability to
override the display mode per-bone (by default bones use the
same display mode as the armature).

Images in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/138445
2025-05-16 15:06:36 +02:00
Christoph Lendenfeld
9c35656766 Refactor: Move bone functions to separate file and into namespace
No functional changes intended.

This moves the functions
* ANIM_bone_is_visible
* ANIM_bone_is_visible_ebone
* ANIM_bone_is_visible_pchan

into new files `ANIM_armature.hh`/`armature.cc`.
They were previously in `ANIM_bone_collections.hh` but don't
directly have anything to do with bone collections.

It also puts the functions into the `blender::animrig::` namespace
and removes the `ANIM_` prefix as is the standard for C++ files.

Part of #138482

Pull Request: https://projects.blender.org/blender/blender/pulls/138833
2025-05-16 14:45:46 +02:00
Sebastian Parborg
e4aa758d70 Fix #137346: IME input getting lost when using Wayland
Our IME input system relied on passing around pointers to global variables.
However this will not work as the Wayland input handling is multithreaded so the content of the global variable would change while the event loop were reading the data.

Pull Request: https://projects.blender.org/blender/blender/pulls/138871
2025-05-16 14:21:06 +02:00
Clément Foucault
8ac5940e33 GPU: Add GL_ARB_clip_control support to the GL backend
This adds support for the extension and always
set the clip state value to 0..1 to align with vulkan
and metal. Moreover this is needed for the Reverse Z
implementation.

Note that this is a OpenGL 4.5 feature and is not
required to start Blender. So there must still be
a fallback path for now.

Rel #138898

Pull Request: https://projects.blender.org/blender/blender/pulls/138941
2025-05-16 13:53:36 +02:00
Christoph Lendenfeld
45240026a2 Refactor: Remove unused bone flag
No functional changes intended.

This removes the `BONE_HIDDEN_PG` flag for Bones.
It was never set, only read so it had no effect.

Part of #138482

Pull Request: https://projects.blender.org/blender/blender/pulls/138802
2025-05-16 13:43:56 +02:00
Habib Gahbiche
1035a7c463 Cleanup: Order nodes alphabetically
Pull Request: https://projects.blender.org/blender/blender/pulls/138972
2025-05-16 12:35:05 +02:00
Jeroen Bakker
6f84eb6d30 Vulkan: Report on all enabled optional features and extensions
Report on all enaled optional features and extensions of the selected
device.

Use `blender --debug-gpu --log-level 2`.
2025-05-16 12:17:59 +02:00
Jeroen Bakker
abede0e682 Fix: Vulkan: Incorrect vertex fetch mode
Issue introduced by 91627b3d47
When reading floats as floats they were actually read as ints.

Pull Request: https://projects.blender.org/blender/blender/pulls/138969
2025-05-16 11:21:52 +02:00
Jeroen Bakker
729f6290b8 Fix: Draw: Asserts due to recent changes
cbcf421db7 could raise asserts as it
didn't use the `!is_empty()` function to test if the name is set.

Pull Request: https://projects.blender.org/blender/blender/pulls/138970
2025-05-16 11:20:53 +02:00
Clément Foucault
2ce71fca18 GPU: Shader Preprocess: Add support for template inside namespaces
And also support for template definition on single line.
2025-05-16 11:01:07 +02:00
Sybren A. Stüvel
82699dfe01 Fix #138733: Driver to control GP layer visibility is invalid
Fix an issue where a driver on the grease pencil layer visibility was not
considered to be animating the visibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/138944
2025-05-16 10:46:06 +02:00
Christoph Lendenfeld
0c10ada0cb Refactor: typedef for Shape Key enums
No functional changes intended.

This adds `typedef`s for the enums used by Shape Keys.
Doing so makes it clear what kind of values are stored
under the `flag` and `type` fields.

Also adding/cleaning-up comments that various functions
in `key.cc` can be changed to a `switch/case`.

In preparation for #136838

Pull Request: https://projects.blender.org/blender/blender/pulls/138595
2025-05-16 10:14:29 +02:00
Sean Kim
1232d64681 Sculpt: Enable pen tilt without experimental option
At this point, with pen tilt functionality having received the following
changes recently:
* Consistency between platforms for what pen tilt values represent
* Inactive cursor visualization
* Invertable per-brush strength

The majority of the work that remains is wider testing and addressing
per-device issues, thus it makes sense to make this option available in
release builds.

By default, no brushes packaged with Blender have a non-zero Tilt
Strength, making this option opt-in by default.

The following brushes support this option:
* Draw
* Draw Sharp
* Flatten
* Fill
* Scrape
* Plane
* Clay Strips

With a non-zero Tilt Strength value on the brush, the normal of the
brush plane is tilted in the same direction as the user's pen, where a
perpendicular orientation for the pen matches the behavior with a Tilt
Strength of 0.

Resolves #82877

Pull Request: https://projects.blender.org/blender/blender/pulls/137574
2025-05-16 01:44:37 +02:00
Sean Kim
a69bb2a7ce Refactor: Replace Paint brush density_seed storage
* Changes the field to be an optional<float> so that initialization is
  more clear
* Removes usage of `SCULPT_stroke_is_first_brush_step`

Pull Request: https://projects.blender.org/blender/blender/pulls/138955
2025-05-15 23:10:05 +02:00
Sean Kim
ab54e09556 Refactor: Move and replace Pose SCULPT_stroke_is_first_brush_step
* Localizes code to the pose.cc file
* Removes external visibility of no longer needed calls

Pull Request: https://projects.blender.org/blender/blender/pulls/138951
2025-05-15 23:07:40 +02:00
Sean Kim
563a00bd3f Refactor: Replace Cloth SCULPT_stroke_is_first_brush_step check
Pull Request: https://projects.blender.org/blender/blender/pulls/138950
2025-05-15 23:04:55 +02:00
Sean Kim
f831e211f4 Refactor: Move and replace Face Set SCULPT_stroke_is_first_brush_step
* Shift call to the Draw Face Set brush implementation as it is
  irrelevant for other brushes.
* Instead of checking for the first brush step, check to see if the
  value is still `SCULPT_FACE_SET_NONE`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138949
2025-05-15 23:03:42 +02:00
Sean Kim
0514789737 Refactor: Replace Enhance Details SCULPT_stroke_is_first_brush_step
Pull Request: https://projects.blender.org/blender/blender/pulls/138948
2025-05-15 22:58:39 +02:00
Harley Acheson
755336b17f Fix #138832: Panel Category Background Out By One Pixel
The drawing of the background of panel categories is out by one pixel,
but was covered by the area borders until recently. This PR just draws
one pixel more to the edge.

Pull Request: https://projects.blender.org/blender/blender/pulls/138956
2025-05-15 22:42:23 +02:00
Guillermo Venegas
89a3478e35 Refactor: UI: Replace uiItemMenuF and uiItemMenuFN with uiLayout methods
This converts the public `uiItemMenuF` and `uiItemMenuFN`
functions to an object oriented API (an `uiLayout::menu_fn`
and `uiLayout::menu_fn_argN_free` respectively), following
recent uiLayout changes.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138902
2025-05-15 21:26:49 +02:00
Jacques Lucke
5a449439ef Refactor: BLI: simplify compute context hash generation and make it lazy
Currently, there was a lot of boilerplate to compute the compute context hash.
Now, the complexity is abstracted away to make it a simple function call.

Furthermore, this makes the compute context hash generation lazy. The goal here
is to make it very cheap to construct the compute context hash in the first,
while making it a little bit more expensive (still quite cheap overall) to
access the hash when any data has to be logged. This trade-off makes sense when
we want to pass the compute context to more lower-level places in order to be
able to create better error messages with more contextual information. For
example, we'd want to create error messages during multi-function evaluation
which happens during field evaluation within a node.

Pull Request: https://projects.blender.org/blender/blender/pulls/138912
2025-05-15 21:18:23 +02:00
Jacques Lucke
734e3c5589 Spreadsheet: support double click to fit column width
This implements a new operator that automatically fits the width of a column to
its content. It's triggered by double-clicking on the column edge in the header
row. This is common functionality in other spreadsheet software.

Pull Request: https://projects.blender.org/blender/blender/pulls/138924
2025-05-15 20:57:37 +02:00
Jacques Lucke
578f935170 Nodes: support changing attached frame while transforming nodes
Currently, removing a node frame a frame is rather annoying. The `alt+P`
shortcut is hard to reach and probably not very intuitive. Furthermore, often
one only notices that one wants to remove a node from a frame after starting to
move the node. So one would have to put the node back down, detach it from the
frame and then start moving again.

This patch simplifies this entire process by adding a new shortcut that can be
used while dragging nodes. When `F` is pressed, the selected nodes are detached
from their parents. Alternatively, if the nodes are detached already, they may
be attached to the frame under the cursor.

Pull Request: https://projects.blender.org/blender/blender/pulls/138650
2025-05-15 20:54:29 +02:00
Hans Goudey
cbcf421db7 Cleanup: Draw: Use StringRef for attribute names
Avoid the need to measure string length potentially many times.
2025-05-15 14:53:51 -04:00
Jacques Lucke
8ec093a2d8 Nodes: new operator to simplify adding named frames
Currently, the steps required to add a named frame in the node editor are quite
cumbersome:
* Press ctrl+J, which is hard to reach.
* Press F2, to rename.

This is bad, because frames are a key part of making node trees understandable.
Therefore, we should lower the barrier to adding them as much as possible.
Additionally, named frames help significantly more with readability. Therefore,
it's good to lower the barrier to adding those even more. Of course it's still
possible to click in empty space to avoid having to give a frame a name.

This patch adds a new operator to join nodes in a named frame. When triggered,
it adds the frame and automatically opens the rename menu to set the name.

Keymap changes:
* Remove `ctrl+J` which was creating a frame without label.
* Move existing functionality of `F` key to `J` key
  (including `shift+F -> shift+J`).
* Use `F` for this new operator to create a named frame.

Pull Request: https://projects.blender.org/blender/blender/pulls/138390
2025-05-15 20:51:54 +02:00
Hans Goudey
760cf70d63 Draw: Use VectorSet for generic attribute requests
Replace `DRW_Attributes` with a VectorSet of std::string. The max number of
attributes is still the same. The inline buffer size is 4, and std::string's inline
buffer is smaller than the previous char array size of 64, but it seems
reasonable to save those optimizations for shorter attribute names and
fewer attributes. In return we significantly decrease the size of the batch
caches, simplify the code, and remove the attribute name length limit.

I observed roughly an 8% increase in the 30k cube objects file, a change from
12 to 13 FPS. I'm guessing this is mostly because `VectorSet<std::string>` is
smaller than `DRW_Attributes`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138946
2025-05-15 20:43:31 +02:00
Sergey Sharybin
a3748b549b Fix #138868: Slow start up on when using certain OCIO config
Regression caused by #138433

Somehow the lazy nature of the is_linear and is_srgb got lost in
the refactor and the fields were greedily initialized on startup
and it is not a cheap operation.

Pull Request: https://projects.blender.org/blender/blender/pulls/138945
2025-05-15 20:26:02 +02:00
Sean Kim
906a27bdb2 Fix #138887: Clay Strips brush ignores automask settings
Caused by 33bef53c3e

The change to return an empty IndexMask early from the clay strips brush
breaks some previous assumptions about data flow. To fix this, and
improve the overall resilance of related code to such changes, avoid
checking for a specific stroke step when initializing this data and
delay it in processing until needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/138921
2025-05-15 20:11:42 +02:00
Clément Foucault
97a1e1501b DRW: Add a new GPU context for rendering preview jobs
This avoid stalling the viewport when a preview job is running.
This is because both were fighting for the same GPU context.

This doesn't remove the blocking but allows to remove it using #136991.

Pull Request: https://projects.blender.org/blender/blender/pulls/138882
2025-05-15 20:09:37 +02:00
Brecht Van Lommel
a94a911e10 Fix: Slow USD import with certain OpenColorIO configs
As evidenced by #138868, checking all colorspaces to see if they are sRGB
can be very slow, due to loading all LUTs into memory. Instead use a simpler
check by a list of names only, which is still better than the hardcoded
single name used in Blender 4.4.

Ideally recent configs will use the ColorInterop Forum alias so we can
find the sRGB colorspace reliably.
2025-05-15 19:33:37 +02:00
Hans Goudey
011b3f5cb3 Cleanup: Remove unused field from mesh draw batch cache 2025-05-15 13:14:47 -04:00
Michael B Johnson
af0cfcb01c MaterialX: Export Principled BSDF as OpenPBR Surface
Switch from Standard Surface to OpenPBR as the exported MaterialX surface,
since this is the new standard more renderers are adopting and it more closely
matches the Principled BSDF implementation.

Anisotropy support is improved though still not quite the same, as formulas
are different. Nodes are generated to apply anisotropic rotation to the
tangent vector, as there is no corresponding parameter in OpenPBR.

Fixes #138164

Authored by Apple: Lee Kerley

Pull Request: https://projects.blender.org/blender/blender/pulls/138165
2025-05-15 19:13:36 +02:00
Sybren A. Stüvel
54a7b0bc61 Fix: crash when determining RNA data path of driver F-Curve
The F-Curve RNA path function assumed that the F-Curve would be owned by
an Action, which is not the case for drivers, NLA control curves, and
potentially other "free-floating" F-Curves.

This is now checked for, and if the owner is not an Action, the function
refuses to produce a data path. In the future this could be extended to
search through the aforementioned places as well.
2025-05-15 16:32:15 +02:00
Hans Goudey
b13bdcfaeb Fix #138910: Crash with sculpt mode and "Texture" shading type
Using the wrong `std::string` constructor through an alias, oops..
2025-05-15 10:13:34 -04:00
Habib Gahbiche
df6e65dd93 Compositor: add viewer node to the default node tree
Users almost always need a viewer node, so add one to the default node
tree.

Note that the backdrop is already enabled by default, so the backdrop
image will be visible as soon as a render is available (no need to
manually add viewer node or click `cltr+shift+LMB` to show a backdrop
image.

Pull Request: https://projects.blender.org/blender/blender/pulls/138890
2025-05-15 16:08:19 +02:00
Hans Goudey
91627b3d47 GPU: Remove int float fetch mode combination
This commit finishes removing the uses of the integer to float
vertex buffer fetch mode. Previous commits noted below already started
that process. The last usage was geometry attributes. Now integers are
converted to floats as part of the existing upload process.

The change makes the Vulkan vertex buffer type conversion unused, so
it's removed. That's nice because Vulkan vertex buffers go from 1040 to
568 bytes in size and have significantly less overhead on creation.

Related:
- 153abc372e
- 1e1ac2bb9b
- 617858e453

Pull Request: https://projects.blender.org/blender/blender/pulls/138873
2025-05-15 15:29:12 +02:00
Habib Gahbiche
eaa1e34eca Compositor: improve default node position
The node tree is partially covered by default. This patch updates the
position of the nodes to a better default.

Pull Request: https://projects.blender.org/blender/blender/pulls/138889
2025-05-15 15:13:19 +02:00