Since 4d0dbab5b1, `EDBM_verts_mirror_cache` is used to find mirror
verts (but this was initialized with `use_select` being `true`, so the
cache was only set up for selected verts). `EDBM_verts_mirror_get`
behaves in a way that if you then query a vert that does not have a true
mirror, it would always return the vert with index zero in this case (so
basically would look like the index zero vert is the mirror for verts
not covered in the cache). Now if that zero index vert happened to be
selected, verts would not be skipped and the whole mesh would be
overwritten.
To solve this, we need to initialize the `EDBM_verts_mirror_cache` with
`use_select` being `false` -- this way all verts are covered and we
always get back the true mirror (checking selection on that one is fine
then and everything behaves as expected).
Pull Request: https://projects.blender.org/blender/blender/pulls/116329
The 'named' is about the name of the bone that's being unassigned. This
was already clear from the parameters, and it's now mentioned in its
description too.
No functional changes.
Split the `armature.collection_assign` operator in two. Before, the
operator could do two things: assign selected bones to the active/named
bone collection, or create a new bone collection with the given name.
This is now split up, where `armature.collection_assign` only assigns to
existing bone collections, and `armature.collection_create_and_assign`
always creates a new bone collection.
This makes the purpose of each operator clearer & more predictable.
When overriding the contexts window but not the screen, the context
override would attempt to use the current screen with the new window.
This raised an error and could crash when editing properties in the
key-map editor for the "context toggle" operator.
The function really just gives an index mask of all the faces in the
provided nodes. The multires usage of the function didn't need that,
since it just passed all nodes. Also pass the SubdivCCG directly rather
than the PBVH. And rename the function to make this clearer.
Speedup of node Shortest Edge Paths node by creating an array for
other_edge_vert's and computing them in parallel separate loop.
This also provides better CPU cache by avoiding reading edges in main
loop to find other vertex (which happen multiple time for each vertex).
For cuboid with `700`x`700`x`700` points and `0.066667%` random
selection of `Edge Vertex` this will change `1012.4 ms` -> `618.9 ms`
the in `shortest_paths` function.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114707
The operator was working in sculpt mode but not object mode. Avoid the
"transverts" abstraction for this since we already have the necessary
positions array and selection readily accessible.
Caused by 9c2e768f5b
Since above commit, drawing of the normal is not done in
`ED_view3d_cursor_snap_draw_util` anymore [that function checked the
existence of a valid target location], now add the check back.
Pull Request: https://projects.blender.org/blender/blender/pulls/116292
When the lookdev balls where initially added we didn't had the
experience community compared to now and reused a value we
used for our default materials.
Nowadays we have actually industry experts asking to use a mid grey
albedo of 18% as that is widely used in the vfx studios. This PR
changes the default diffuse HDRI sphere to be 50% grey.
For references see:
- https://en.wikipedia.org/wiki/Middle_gray

Pull Request: https://projects.blender.org/blender/blender/pulls/116175
This adds a new `Bake` node which allows saving and loading intermediate geometries.
Typical use cases we want address with this currently are:
* Bake some data for use with a render engine.
* Bake parts of the node tree explicitly for better performance.
For now, the format that is written to disk is not considered to be an import/export format.
It's not guaranteed that data written with one Blender version can be read by another
Blender version. For that it's better to use proper interchange formats. Better support for
those will be added eventually as well. We also plan an `Import Bake` node that allows
reading the blender-specific baked data independent of the Bake node and at different frames.
The baking works very similar to the baking in the simulation zone (UI and implementation
wise). Major differences are:
* The Bake node has a `Bake Still` and `Bake Animation` mode.
* The Bake node doesn't do automatic caching.
Implementation details:
* Refactored how we create the Python operators for moving socket items so that it also
makes sense for non-zones.
* The `ModifierCache` stores an independent map of `SimulationNodeCache` and
`BakeNodeCache`, but both share a common data structure for the actually baked data.
* For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make
sure that the node is baked even if it's currently not connected to the output.
* Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used
during baking. It's necessary because I want to evaluate the object again even though none
of its inputs changed. The reevaluation is necessary to create the baked data. Using
`DEG_id_tag_update` technically works as well, but has the problem that it also uses the
`DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches
which shouldn't happen here.
* Slightly refactored the timeline drawing so that it can also show the baked ranges of
Bake nodes. It does not show anything for baked nodes with a in Still mode though.
* The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the
code easier to follow compared to the previous nested
`ObjectBakeData > ModifierBakeData > NodeBakeData` data structure.
* The bake operators are disabled when the .blend file is not yet saved. This is technically
only necessary when the bake path depends on the .blend file path but seems ok to force
the user anyway (otherwise the bake path may be lost as well if it's set explicitly).
* The same operators are used to bake and delete single bakes in `Bake` nodes and
`Simulation Zones`. On top of that, there are separate operators of baking and deleting all
simulation bakes (those ignore bake nodes).
* The `Bake` node remembers which inputs have been fields and thus may be baked as attributes.
For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data
may still contain attribute data, even if the inputs to the bake node are disconnected.
* Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes
evaluation from the outside (from the modifier only currently). This is done by providing the
new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes.
Next Steps (mostly because they also involve simulations):
* Visualize nodes that have not been evaluated in the last evaluation.
* Fix issue with seemingly loosing baked data after undo.
* Improve error handling when baked data is not found.
* Show bake node in link drag search.
* Higher level tools for managing bakes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115466
When aborting, the Global shared pointer for memory usage tracking
would be freed before Blender's temporary directory was purged.
Removing the temporary directory would then use MEM_* functions which
accessed the freed memory usage class.
Resolve by using malloc/free for the internal recursive_operation(..)
utility function.
Remove strip_last_slash utility function as it's a specific operation
which can be written in 2 lines & was only used once after this change.
Split the code, use preconditions, use rather plain language for
function names and add comments where it is not totally obvious, what
the code is supposed to do.
This refactors `SocketValueVariant` with the following goals in mind:
* Support type erasure so that not all users of `SocketValueVariant` have
to know about all the types sockets can have.
* Move towards supporting "rainbow sockets" which are sockets whoose
type is only known at run-time.
* Reduce complexity when dealing with socket values in general. Previously,
one had to use `SocketValueVariantCPPType` a lot to manage uninitialized
memory. This is better abstracted away now.
One related change that I had to do that I didn't see coming at first was that
I had to refactor `set_default_remaining_outputs` because now the default value
of a `SocketValueVariant` would not contain any value. Previously, it was
initialized the zero-value of the template parameter. Similarly, I had to change
how implicit conversions are created, because comparing the `CPPType` of linked
sockets was not enough anymore to determine if a conversion is necessary.
We could potentially use `SocketValueVariant` for the remaining socket types in the
future as well. Not entirely sure if that helps yet. `SocketValueVariant` can easily be
adapted to make that work though. That would also justify the name
"SocketValueVariant" better.
Pull Request: https://projects.blender.org/blender/blender/pulls/116231