Commit Graph

24401 Commits

Author SHA1 Message Date
Hans Goudey
c0632e175c Merge branch 'blender-v3.6-release' 2023-06-21 13:42:33 -04:00
Hans Goudey
00f88babed Fix #109042: Bake from multires different from previous versions
The fix is the same as d622673f4b and 85bd64ece4.
2023-06-21 13:37:25 -04:00
Hans Goudey
c9221323f2 Merge branch 'blender-v3.6-release' 2023-06-21 12:42:51 -04:00
Hans Goudey
d622673f4b Fix #109161: Baking freeze with invalid edge array
The old subsurf DerivedMesh code creates an edge layer
without initializing it, which makes the proper lazy initialization
of the edge layer later think that it's already finished. To avoid that,
remove the edges when creating the DerivedMesh at first.

Similar to 85bd64ece4
2023-06-21 12:40:36 -04:00
Falk David
bb041b3f48 Fix #109207: Can't select in gpencil edit mode
This was due to a wrong mapping of tools in the toolbar.

The fix makes sure that the correct selection tools are used for the
old grease pencil objects.
In order to accomplish this properly, the new grease pencil objects
use their own edit mode context.
This way the two objects are cleanly seperated.
2023-06-21 16:49:18 +02:00
Damien Picard
58c6a278d3 I18n: remove context translation from node title
The node title was translated in two steps: first using the
BLT_I18NCONTEXT_ID_NODETREE context, and if that failed, using the
default context.

As far as I could find, the only node using this intentionally is the
Frame node, but its title is only displayed in the Add Menu.

However, at least one node has a bad translation because its name was
extracted independently with the NodeTree context: the compositing
Scale node uses a translation which is only appropriate in a vector
math context.

This commit removes the double translation step. If needed by
translators, a translation context in the node RNA could be introduced
at a later time.

Pull Request: https://projects.blender.org/blender/blender/pulls/108241
2023-06-21 16:43:19 +02:00
Bastien Montagne
94e6ab6d71 Fix #108923: Serious issues in 'undo_preserve' process of Scene's toolsettings.
By removing the extra complete check/remapping of ID pointers in undo
case, ebb5643e59 merely revealed how broken the 'undo_preserve' code of
Scene was.

It cumulated a flock of issues, all more or less related to ID pointers:
* 'source of truth' should be the _old_ data (toolsettings), not the new
  one, since this is the one kept at the end of the process;
* In some cases, some paint data may exist in one, but not the other
  of the two 'old' and 'new' toolsettings data.
* Since this data is preserved to its latest version accross undos, its
  ID pointers can become completely unrelated to these read from the
  undo memfile, _even when the Scene itself is detected as unchanged_!
  This implies that:
  + undo_preserve code has to be called even when there is no liblinking
    (when the ID is detected as unchanged and re-used 'as-is').
  + Using existing ID addresses to find/validate an ID pointer in
    undo_preserve process is like playing Russian roulette - invalid
    memory access and crash is guaranteed at some point or another.
    Use `session_uuid` value instead to ensure a valid ID pointer is set
    (or null in case none can be found).

NOTE: while these issues also exist in previous releases (including both
latest LTSs), they were hidden by the code later in `setup_app_data`,
preventing any crash to happen. So backporting this fix would be far too
risky for a very minimal benefit imho.
2023-06-21 15:37:39 +02:00
Bastien Montagne
6d1f34a15f IDManagement: libquery: Add macro taking pointer to ID pointers as parameters.
Needed to simplify upcomming fix in Scene undo_preserve code.

NOTE: also renamed 'private' macro parameter names to follow C++ classes
convention (one trailing `_`, instead of one or two leading `_` - the
two `__` leading ones are triggering complains from IDE regarding reserved
identifier names when the relevant macros are used in C++ files).

No expected behavior changes with this commit.
2023-06-21 15:37:39 +02:00
Campbell Barton
472c461816 Cleanup: spelling in comments 2023-06-21 11:28:58 +10:00
Campbell Barton
25b46a5041 Cleanup: comment blocks 2023-06-21 11:28:56 +10:00
Hans Goudey
e38195109c Merge branch 'blender-v3.6-release' 2023-06-20 16:33:08 -04:00
Hans Goudey
2ef27684c5 Fix #108930: Mirror modifier handles custom normals incorrectly
Before 17d161f565, the "vec_lnor" stored the automatically
computed normal without any influence from custom normals. But after,
the normals were used from the final output corner normals array, which
did have the custom normal data factored in at the end. This fix is to
revert part of that commit, storing the automatically computed normal
per space like before.
2023-06-20 16:32:15 -04:00
Jacques Lucke
887faf83e5 Cleanup: improve node tree zones naming 2023-06-20 10:25:41 +02:00
Jacques Lucke
98d675ac6c Geometry Nodes: make evaluation and logging system aware of zones
This refactors how a geometry nodes node tree is converted to a lazy-function
graph. Previously, all nodes were inserted into a single graph. This was fine
because every node was evaluated at most once per node group evaluation.
However, loops (#108896) break this assumption since now nodes may be
evaluated multiple times and thus a single flat graph does not work anymore.

Now, a separate lazy-function is build for every zone which gives us much
more flexibility for what can happen in a zone. Right now, the change only
applies to simulation zones since that's the only kind of zone we have.
Technically, those zones could be inlined, but turning them into a separate
lazy-function also does not hurt and makes it possible to test this refactor
without implementing loops first. Also, having them as separate functions
might help in the future if we integrate a substep loop directly into the
simulation zone.

The most tricky part here is to just link everything up correctly, especially
with respect to deterministic anonymous attribute lifetimes. Fortunately,
correctness can be checked visually by looking at the generated graphs.

The logging/viewer system also had to be refactored a bit, because now there
can be multiple different `ComputeContext` in a single node tree. Each zone
is in a separate `ComputeContext`. To make it work, the `ViewerPath` system
now explicitly supports zones and drawing code will look up the right logger
for showing inspection data.

No functional changes are expected, except that the spreadsheet now shows
"Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 10:08:57 +02:00
Campbell Barton
69d92bd3de Cleanup: remove strcpy usage
Remove strcpy use in:

- bone_autoside_name
- BLI_string_flip_side_name
- datatoc_icon utility.
- RNA define error messages.
- RNA UI registration.
- extern/xdnd.
2023-06-20 13:26:38 +10:00
Brecht Van Lommel
4b4c95c402 Fix compositor node previews flickering when dragging sliders
Compositing jobs would get cancelled as you drag number sliders, and
would write back empty previews. Only sync previews for completed jobs.
2023-06-19 16:27:08 +02:00
Sybren A. Stüvel
8179a0da84 Animation: make FOREACH_PCHAN_SELECTED_IN_OBJECT_BEGIN C++ compatible
Add an explicit cast from `void *` to `bPoseChannel *` so that the macro
can be used in C++ code as well.
2023-06-19 15:21:40 +02:00
Campbell Barton
8bcad285de Cleanup: remove strcpy usage 2023-06-19 20:40:49 +10:00
Campbell Barton
aef8381bf5 Merge branch 'blender-v3.6-release' 2023-06-19 12:40:37 +10:00
Campbell Barton
a6a32a8279 Quiet compiler warning from b68b66d29e 2023-06-19 12:36:18 +10:00
Campbell Barton
b68b66d29e Fix buffer overflow in AVI file writing
`strcpy` could overflow the destination buffer by 768 bytes,
use FILE_MAX for the filepath buffer size.

Also include the size in the functions signature to avoid similar
errors in the future.
2023-06-19 12:32:25 +10:00
Hans Goudey
6a05e5161b Fix: Quadratic performance of simulation state frame lookup
Searching for a simulation state at a particular frame was implemented
with a linear loop. The timeline did that for every visible frame,
giving quadratic performance overall when zoomed out. Since the
states are already assumed to be sorted by frame, we can use binary
search instead giving logarithmic performance for each lookup instead.

In the test file from #108097, instead of dropping to 20-30 FPS
after about 4000 frames, I observed the original 70 FPS.

Pull Request: https://projects.blender.org/blender/blender/pulls/109037
2023-06-16 08:23:24 -04:00
Hans Goudey
261959cd9c Fix: Quadratic performance of simulation state frame lookup
Searching for a simulation state at a particular frame was implemented
with a linear loop. The timeline did that for every visible frame,
giving quadratic performance overall when zoomed out. Since the
states are already assumed to be sorted by frame, we can use binary
search instead giving logarithmic performance for each lookup instead.

In the test file from #108097, instead of dropping to 20-30 FPS
after about 4000 frames, I observed the original 70 FPS.

Pull Request: https://projects.blender.org/blender/blender/pulls/109037
2023-06-16 14:21:46 +02:00
Hans Goudey
6301775f48 Cleanup: Access geometry bounds more directly
More consistently return geometry bounds with the `Bounds` type that
holds the min and max in one variable. This simplifies some code and
reduces the need to initialize separate min and max variables first.
Meshes now use the same `bounds_min_max()` function as curves and
point clouds, though the wrapper mesh isn't affected yet.

The motivation is to make some of the changes for #96968 simpler.
2023-06-16 08:14:25 -04:00
Hans Goudey
2c7daa34b5 Cleanup: Remove unnecessary DispList bounds call
The object types that this covered now evaluate to curves
or a mesh, which are retrieved in the two earlier cases.
2023-06-16 08:14:25 -04:00
Jacques Lucke
5869e88f94 Nodes: improve node zone analysis
The makes the zone analysis result a bit more well defined.
For example, `child_nodes` now never contains nodes that belong
to child zones.

Also, one can now easily access the set of top level nodes and zones.
2023-06-16 10:53:11 +02:00
Jacques Lucke
445db4bed0 Cleanup: add missing file entry in cmakelists 2023-06-16 10:53:11 +02:00
Jacques Lucke
ef26519880 Nodes: add utilities to access all node links and toposort index 2023-06-16 10:53:11 +02:00
Sergey Sharybin
4a0468c1ed Fix #109019: Crash when creating a new collection for light linking
A wrong DNA struct was used for writing light linking data.

Pull Request: https://projects.blender.org/blender/blender/pulls/109049
2023-06-16 10:33:01 +02:00
Lukas Tönne
e32f85c03e Cleanup: Removed unused variables in bNodePanel
The flag in bNodePanel is anticipated to store settings such as whether
a panel is open or closed by default. It's not currently used, so for
now the flag is removed.

The next_panel_identifier in bNodeTree is also not needed any more. It
was used to set a unique identifier for each panel, which isn't needed.

Added comments to remaining fields in bNodePanel.

Pull Request: https://projects.blender.org/blender/blender/pulls/109028
2023-06-16 10:12:21 +02:00
Campbell Barton
f4556003a6 Cleanup: spelling in funciton name 2023-06-16 12:20:40 +10:00
Campbell Barton
7169fe65dd Fix build error on Linux 2023-06-16 09:49:58 +10:00
Campbell Barton
3331aaaf16 CMake: add missing headers 2023-06-16 09:49:56 +10:00
Hans Goudey
f4124ee02d Cleanup: Move GeometrySet and components to proper namespace
Move `GeometrySet` and `GeometryComponent` and subclasses
to the `blender::bke` namespace. This wasn't done earlier since
these were one of the first C++ classes used throughout Blender,
but now it is common.

Also remove the now-unnecessary C-header, since all users of
the geometry set header are now in C++.

Pull Request: https://projects.blender.org/blender/blender/pulls/109020
2023-06-15 22:18:28 +02:00
Germano Cavalcante
2b4930a38f Merge branch 'blender-v3.6-release' into main 2023-06-15 16:53:16 -03:00
Germano Cavalcante
1c5201b23a Fix bvhtree utilities ignoring empty masks
Fixed an issue where meshes without loose elements or hidden triangle
faces were not taking into account the relevant masks.

From the user's perspective, this might not have seemed like a
significant problem. However, hidden faces in edit mode were
occasionally still snappable.
2023-06-15 16:52:40 -03:00
Iliya Katueshenock
1571be0a47 Cleanup: Use float2 in nodeToView and nodeFromView
Use 2D float to represent node positions.

Pull Request: https://projects.blender.org/blender/blender/pulls/108956
2023-06-15 16:04:23 +02:00
Campbell Barton
65f99397ec License headers: use SPDX-FileCopyrightText in all sources 2023-06-15 13:35:34 +10:00
Joseph Eagar
2c1a44d1f0 Sculpt: Fix #108267: Broken face set undo
BKE_sculpt_face_sets_ensure now takes an Object
as an argument and updates the internal PBVH's
face sets pointer.
2023-06-14 20:22:17 -07:00
Joseph Eagar
136fcec288 Sculpt: Fix #108267: Broken face set undo
BKE_sculpt_face_sets_ensure now takes an Object
as an argument and updates the internal PBVH's
face sets pointer.
2023-06-14 20:21:50 -07:00
Kévin Dietrich
f509c213d0 Merge remote-tracking branch 'origin/blender-v3.6-release' into main 2023-06-15 03:41:07 +02:00
Kévin Dietrich
ae5fc2a7f8 Fix #105409: vertex interpolation corrupts Alembic mesh
The Alembic data streaming can optionally interpolate between vertex of
two adjacent frames in order to smooth out the transition between
frames.

However, the decision to interpolate is only based on the vertex count.
This is not too robust as topology/connectivity can still differ even if
the number of vertices is the same (for example physics simulations and
videogrammetry can be set to output the same vertex count, but optimize
the triangle placement). This lead to vertices of unrelated polygons
being interpolated across frames.

To fix this, we now also check if the connectivity across frames is the
same, instead of just checking the topology counters. Although the bug
is revealed by the vertex interpolation routine, a similar fix is applied
to the check on topology change used to decide if the modifier has to be
evaluated for orco evaluation.

Pull Request: #105867
2023-06-15 03:40:14 +02:00
Hans Goudey
63dae2a105 Nodes: Add rotation socket type, support in many geometry nodes
Add a quaternion rotation socket type, and using the recently added
rotation attribute type, support the type in most of the multi-type
geometry nodes, and modifier attribute inputs and outputs.

The socket is still exposed with an XYZ Euler default value.
In the future we can add modes to this rotation value similar
to object rotations.

Rotation values have no implicit conversions to other types.
Nodes to convert to and from rotation values will be added
in a follow-up commit.

For now, the new socket type is hidden behind and experimental
option, because we haven't chosen the final color for it yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/108903
2023-06-14 20:30:10 +02:00
Hans Goudey
68c6402666 Cleanup: Use C++ accessor for mesh position attribute 2023-06-14 12:37:52 -04:00
Hans Goudey
a43c7997aa Cleanup: Remove unnecessary includes and declarations from mesh headers 2023-06-14 12:37:52 -04:00
Hans Goudey
af53207b43 Cleanup: Remove unnecessary C wrappers for mesh evaluation functions 2023-06-14 12:37:52 -04:00
Hans Goudey
7826aed105 Cleanup: Use C++ accessors for mesh data 2023-06-14 12:37:52 -04:00
Hans Goudey
f1d1caa44a Cleanup: Remove redundant copy of mesh fields
These are already copied by `BKE_mesh_nomain_to_mesh`.
2023-06-14 12:37:52 -04:00
Hans Goudey
a45f09decd Cleanup: Clarify comment about ownership in meah header
The ownership of the result mesh isn't "unkown", that doesn't
really make sense. Also use "true" instead of "truth".
2023-06-14 12:37:52 -04:00
Hans Goudey
4e21db30bf Cleanup: Remove unused mesh function 2023-06-14 12:37:52 -04:00