This patch adds support for the dimensions property of vector sockets,
support 2D and 4D sockets in addition to the currently supported 3D one.
This just involves assigning the correct GPU type when constructing the
GPU materials from nodes.
The only node that uses 2D sockets for now is the Radial Tilling node,
so we just need to update its interface.
Pull Request: https://projects.blender.org/blender/blender/pulls/148034
Currently, sometimes shader code generation fails because the code of top-level
nodes is interleaved with the code of a repeat zone. See #147747 for more
details.
Previously, the code-generation order was just the standard toposort of the node
tree, but it does not guarantee that all nodes in a zone are next to each other.
Also, it can't easily, because the zone detection itself depends on the
toposort. This patch implements another sorting step on top of the default
toposort. It packs nodes in zones together without changing the validity of the
toposort.
This is an alternative to #147999.
Pull Request: https://projects.blender.org/blender/blender/pulls/148005
Currently, sometimes shader code generation fails because the code of top-level
nodes is interleaved with the code of a repeat zone. See #147747 for more
details.
Previously, the code-generation order was just the standard toposort of the node
tree, but it does not guarantee that all nodes in a zone are next to each other.
Also, it can't easily, because the zone detection itself depends on the
toposort. This patch implements another sorting step on top of the default
toposort. It packs nodes in zones together without changing the validity of the
toposort.
This is an alternative to #147999.
Pull Request: https://projects.blender.org/blender/blender/pulls/148005
This patch adjusts the implicit conversion rules involving float2 to
match other parts of Blender, like BKE Conversions, Geometry Nodes, and
the Compositor. The new rules also make much more sense to me on their
own.
The GPU_VEC2 is no currently used for GPU materials as far as I can see,
so this should not be a breaking change.
Pull Request: https://projects.blender.org/blender/blender/pulls/148033
The inferencing algorithm does not work reliably when the tree has cycles. So
return early and assume everything is used. The user is expected to fix the bad
link as soon as possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/148009
This makes it so that the Pen Tool will return the handle type back
to `Align` after letting go of `LeftCtrl`
This effects Grease Pencil and Curves objects.
Pull Request: https://projects.blender.org/blender/blender/pulls/147943
Quick tooltips immediately show a word or two and then shows more
detailed information after a pause. It is possible to have these two
things shows at differing positions (vertically or horizontally) and
therefore jiggle. Some padding code uses the width and height and half
of a padding amount, which can result in differing values if the first
width or height is an odd amount but the second is even, or vice versa.
This happens quite infrequently and depends on the user scale. This PR
just replaces one line that does the padding in a way that results in
consistent values.
Pull Request: https://projects.blender.org/blender/blender/pulls/148019
The cause was a missed case from #130440 where
`use_nla_remapping = true` was being unconditionally passed to
`fcurve_to_keylist()` rather than determining the value with
`ANIM_nla_mapping_allowed()` as it should have been.
The fix is simply to use `ANIM_nla_mapping_allowed()` instead of
unconditionally passing `true`.
This PR also changes an outdated comment to properly explain why `adt`
was null in the first place (which is precisely to catch bugs like
this).
Pull Request: https://projects.blender.org/blender/blender/pulls/147957
Currently, the scene strip preview uses the existing dependency
graph built for that scene. This was not a big issue before
the sequencer scene was introduced, because the user would have
to create two main Blender windows to run into problems.
Now with the sequencer scene, it's possible to look at the scene
of a scene strip within the same window.
When the user is editing the scene (e.g. moving an animated object)
any open sequencer preview will cause the edits to be flushed.
This can e.g. result in visual jumping of animated objects, and more.
This PR attempts to fix the issue in a straightforward way: Use
a separate dependency graph for rendering the sequencer preview.
While this fixes the immediate issues, there are some consequences:
* The memory usage of the scene dependency graph _can_ roughly
double (since there are now likely two instances of the same
dependency graph). Because of implicit sharing, unmodified data
will not be copied. But for example modifiers on meshes would
currently create two copies of the evaluated data in the two
dependency graphs.
* Creating the dependency graph can be costly, which will cause the
first frame that the scene has to render to be slower.
Note: The current code changes some properties of the original scene
like the frame, subframe etc. before rendering and then restores
the original state. In theory, this part of the code can be removed,
but may be a bit too risky for just a fix. This should be improved
at a later stage.
Also resolves#146769, #139501.
Pull Request: https://projects.blender.org/blender/blender/pulls/147457
This speeds up drawing of the UI of the Geometry Nodes modifier, especially for
very large node trees like in the files from #146949.
A couple previous commits and #147883 speed up the inferencing significantly
already. However, there is a certain limit to how fast this can be on large
complex node trees. While there is some more optimization potential, this patch
implements a cache on the Geometry Nodes modifier level. This means that as long
as the inputs and the node tree stays the same, the inferencing only has to
happen once, instead of on every redraw.
The main difficulty with this cache is that we don't have a good way to
invalidate it eagerly when any of the modifier inputs changes. That can
hopefully become simpler with #138117. For now, we have to check all input
values on redraw to check if anything has changed compared to the last redraw
and recompute the cache if there is any change.
Pull Request: https://projects.blender.org/blender/blender/pulls/147930
The problem was that the Pen Tool would not set the `Resolution` attribute
and so when the `Resolution` attribute didn't exist, the newly added curve
would default to a value of 0, which would then lead to an Assert.
This problem would also effect `Curves` Objects.
Pull Request: https://projects.blender.org/blender/blender/pulls/147673
Split the "Interpolation Line" theme property into three for each
interpolation mode, and use them accordingly. In the current theme
refactor, almost all theme properties of the dope sheet are getting
either removed (unused), or moved (shared). This decluttering opens up
the possibility to allow more theming, and let artists read the Dope
Sheet better.
## Avoiding Confusion
There's two "Bézier" interpolation types:
- Called "Bézier" in the interpolation type menu, and
- Called "Bézier" in the code, for the types that are labeled as
**"Easing" and "Dynamic"** in the interpolation type menu.
Since this commit is about the interpolation lines, which are **not**
drawn for the former, **this PR only covers Constant, Linear, and the
latter form of Bézier interpolation types.**
Pull Request: https://projects.blender.org/blender/blender/pulls/144255
This patch adds proper internal support for 2D vectors in GPU materials,
while previously it used a 3D vector with the Z component ignored as a
workaround. This has no user-facing consequences.
The type conversion file was split into an additional code generation
file for easier refactoring.
Pull Request: https://projects.blender.org/blender/blender/pulls/147983
Move the versioning code that switches the Timeline editor to Dope
Sheet from the 'first' to the 'after linking' versioning stage.
There was already versioning code that effectively turns the Dope
Sheet back into a Timeline, for pre-2.80 files, and this runs in the
'after linking' stage. The 5.0 versioning code now correctly runs
after this.
Fixes: #147742
Pull Request: https://projects.blender.org/blender/blender/pulls/147734
Only draw the Summary backdrop color when the Summary channel has been
expanded. This prevents the default used-to-be-timeline Dope Sheet
from showing a big red bar at the bottom of the window.
The channel box backdrop (when the channel bar is expanded) also
follows this, so when expanded it is red as before, and when collapsed
it is dark grey.
Pull Request: https://projects.blender.org/blender/blender/pulls/147708
Blender cannot handle bones with (near) zero length. Prior to this
commit such bones were deleted when exiting Armature Edit mode. Now
they are kept and elongated so that they are numerically stable (or at
least they should be, given the threshold to the length that was
already in place).
To avoid the elongation from impacting the position of child bones,
they are disconnected from the tiny bone.
Apart from that it's quite nice for users that Blender no longer
silently deletes bones, this is also useful for the USD importer, as
it can import bones and expect them to exist afterwards (see
#147048).
Note: this only impacts armatures with bones of length ≤ 0.000001
units.
Pull Request: https://projects.blender.org/blender/blender/pulls/147814
Add a command line option to load Blender without a window frame.
Currently this is only used on Wayland, enabled for WITH_UI_TESTS since
attempting to load LIBDECOR caused the tests to crash on start on Fedora.
For tests there is no need to use LIBDECOR, so disable the window frame.
This can also be used by users who don't want to use the X11 fallback if
LIBDECOR can't be found.
Ref !147716
Only draw the Summary backdrop color when the Summary channel has been
expanded. This prevents the default used-to-be-timeline Dope Sheet
from showing a big red bar at the bottom of the window.
The channel box backdrop (when the channel bar is expanded) also
follows this, so when expanded it is red as before, and when collapsed
it is dark grey.
Pull Request: https://projects.blender.org/blender/blender/pulls/147708
Rename modules in `./scripts/modules/` to use an underscore prefix to
make it clear they aren't intended to be part of public API's. This
also means there is no implication that these modules should be stable,
allowing us to change them based on Blender's internal usage.
The following modules have been marked as private:
- `animsys_refactor`
- `bl_console_utils`
- `bl_i18n_utils`
- `bl_previews_utils`
- `bl_rna_utils`
- `bl_text_utils`
- `bl_ui_utils`
- `bpy_restrict_state`
- `console_python`
- `console_shell`
- `graphviz_export`
- `keyingsets_utils`
- `rna_info`
- `rna_manual_reference`
- `rna_xml`
Note that we could further re-arrange these modules
(under `_bpy_internal` in some cases), this change is mainly to mark
them as private, further changes can be handed on a case-by-case basis.
Ref !147773
Since VSE HDR preview was implemented (18110744a2), the preview image
is put into RGBA 16F format "color texture", and the overlay
(checkerboard, grids etc.) is put into RGBA 8U format "overlay texture".
This was rendering the color image as NON premultiplied alpha in
the viewport color texture, which is not what happens in other places
(e.g. image space).
Later commit (c279d894db) fixed transparency of the overlay texture,
in order to make pure emissive (color non zero, alpha zero) colors
from EXR files show up in VSE preview. However that exposed the issue
that underlying color texture is not premultiplied.
Fix this by premultiplying the output color in gpu_shader_display_transform
that is used by VSE preview. This is done at the end of the shader
isntead of using fixed function blending, since premultiplication needs
to happen in a way that preserves pure-emissive colors.
Comparison images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/147892