Commit Graph

24959 Commits

Author SHA1 Message Date
Julian Eisel
733e4d827a Refactor: Use asset representation from context instead of asset handle
f6a6b27ac1 made the asset representation type available through context
wherever asset handle was previously. This moves us closer to replacing
the asset handle type.

Part of #102877 and #108806.
2023-09-19 15:43:56 +02:00
Julian Eisel
f6a6b27ac1 Assets: Expose asset representation in context RNA/BPY
Makes the asset representation type available in RNA/BPY context
whenever the asset handle type is, so that it can be used instead. See
d04cd3f3e6. With this change we can now replace virtually all usages of
the asset handle type in Python with the asset representation. (Only for
the asset view template we require a collection property taking asset
handles still, for internal reasons.)

Idea is now to first get rid of all usages of asset handle in Python,
so that there's almost no need for further compatibility breaking
changes (unsure if the asset view template can be removed for 4.0
already though). Internal hacks related to it can be removed at any time
still.

Part of #102877 and #108806.
2023-09-19 14:40:01 +02:00
Jeroen Bakker
3a4c238d50 Command Line: Remove Disabling SSBO
Blender has the option to disable SSBO support. This was accessible
as a command line option `--debug-gpu-disable-ssbo`.

Blender 4.0 has a hard requirement for OpenGL 4.3 which includes
SSBO support by default.

This PR removes the command line option as it makes no sense to
have it anymore.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112571
2023-09-19 14:22:32 +02:00
Lukas Tönne
78315faf8f Fix #112490: Always draw socket icons in "hidden" nodes
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.

This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.

Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112520
2023-09-19 10:47:21 +02:00
Campbell Barton
085b094f18 Cleanup: use const arguments & variables 2023-09-19 11:09:20 +10:00
Campbell Barton
f952e9768d Cleanup: add "_safe(..)" suffix to BLI_str_utf8_as_unicode_step
This makes it clearer other "safe" functions should be used in
combination with the resulting offsets.

Also correct doc-string which wasn't updated from the "or_error()"
version of this function.
2023-09-18 15:07:09 +10:00
Campbell Barton
b091195a8a Fix text editor cursor motion with tabs
- Moving the cursor to the beginning/end of the line didn't work
  with word-wrap enabled.
- Moving the cursor up/down without word-wrap enabled
  didn't maintain the column.

Resolve using column conversion functions with tab support.
2023-09-18 12:11:07 +10:00
Campbell Barton
108dad4e52 BLI_string: prevent buffer overflow for BLI_str_utf8_offset_* functions
Strings that include Latin1 encoding or corrupt UTF8 byte sequences
could read past the buffer bounds (stepping over the null terminator).

Resolve by passing in the string length.

Other changes to support non-UTF8 byte sequences:

- BLI_str_utf8_offset_{to/from}_index were accumulating
  the UTF8 offset without accounting for non-UTF8 characters
  which could cause a buffer underflow or enter an eternal loop.

- BLI_str_utf8_offset_to_index would read past the buffer bounds if the
  offset passed in if it was in the middle of a UTF8 byte sequence.
2023-09-18 11:47:34 +10:00
Hans Goudey
2fac2228d0 Cycles: Use Blender headers to access geometry data, avoid copy
Since 34b4487844, attributes are always made mutable when
accessed from the RNA API. This can result in unnecessary copies, which
increases memory usage and reduces performance.

Cycles is the only user of the C++ RNA API, which we'd like to remove
in the future since it doesn't really make sense in the big picture.
Hydra is now a better alternative for external render engines.

To start that change and fix the unnecessary copies, this commit
moves to use Blender headers directly for accessing attribute and
other geometry data. This also removes the few places that still had
overhead from the RNA API after the changes ([0]) in 3.6. In a simple
test with a large grid, I observed a 1.76x performance improvement,
from 1.04 to 0.59 seconds to extract the mesh data to Cycles.

[0]: https://wiki.blender.org/wiki/Reference/Release_Notes/3.6/Cycles#Performance

Pull Request: https://projects.blender.org/blender/blender/pulls/112306
2023-09-18 02:50:09 +02:00
Harley Acheson
6a76696faf Cleanup: Make format
Formatting changes from Make Format
2023-09-17 11:06:16 -07:00
Campbell Barton
edc47d3d5a Cleanup: split ID property access into get/ensure functions
- Add IDP_EnsureProperties,
- Remove create_if_needed argument from IDP_GetProperties.

Split access & creation so intention reads more clearly without
looking up function arguments.
2023-09-17 12:16:40 +10:00
Harley Acheson
636f3697ee UI: Window Title With Version
Include blender version information in title (including cycle), and
also indicate unsaved and dirty status better.

Pull Request: https://projects.blender.org/blender/blender/pulls/111998
2023-09-16 02:37:06 +02:00
Philipp Oeser
72624f9678 Fix #112397: modifiers.execution_time doesn't work on curve objects
The `ScopedModifierTimer` would work for "real" curve modifiers, but was
skipping geometry node modifiers.
Now move it up so geometry node modifiers are included.

Pull Request: https://projects.blender.org/blender/blender/pulls/112420
2023-09-15 17:41:44 +02:00
Julian Eisel
728d47f3e4 Asset shelf: Use asset representation for asset shelf BPY methods
Changes the `asset_poll()` and `draw_context_menu()` methods for asset
shelves to use the `AssetRepresentation` type, instead of `AssetHandle`.
The latter should be removed, so it's better to avoid using it in the
asset shelf BPY to avoid future compatibility breakage. This is possible
now with d421ebac5e.
2023-09-15 16:17:44 +02:00
Sybren A. Stüvel
347ffd6262 Anim: add support for renaming bone collections added by overrides
Add a flag `BONE_COLLECTION_OVERRIDE_LIBRARY_LOCAL` that's only set on
bone collections that have been overridden locally.
2023-09-15 14:54:03 +02:00
Lukas Tönne
5d77d8d832 Fix #112233: Panel collapsed state should not hide socket links
#112019 included open/closed state of the parent panel in socket
visibility calculation. This prevents dragging links, but also disables
other features that should still work, such as drawing links.

A narrower condition is needed for icon visibility vs. general socket
visibility. The cases which use the new `is_icon_visible` condition:
- Drawing socket selection outlines (same as unselected sockets)
- Drawing multi-input sockets (same as unselected sockets)
- `node_find_indicated_socket`, used by a wide range of mouse click
  operators, including the link-drag operator that was cause for
  #112019.

Cases using the original `is_visible` (true even if parent panel is
collapsed):
- `nodeLinkIsHidden` draws links only when at least one socket is
  visible.
- `node_update_basis`, sockets still added to layout even if icon isn't
  rendered.
- `node_update_hidden`, panels are ignored for "hidden" nodes, all
  sockets are rendered.
- `NODE_OT_link_make` operator for finding "best" sockets to connect.
- `node_link_viewer` finding sockets to connect to a viewer node.
- `get_main_socket` used for insert-on-links (find sockets to splice
  into) and some shader previews
- `node_gather_link_searches`, suggestions for adding a new node at the
  end of a link.

Pull Request: https://projects.blender.org/blender/blender/pulls/112326
2023-09-15 12:57:56 +02:00
Hans Goudey
cc83951951 Geometry Nodes: Update node tool menus dynamically
See #101778

Remove the requirement of restarting Blender to refresh the
extended 3D view menus for node group changes. Also avoid
rebuilding the tree of relevant assets and catalogs on every
redraw, since parsing asset libraries, etc. could become more
expensive than we want. Those two goals combined mean we
have to be more rigorous in how we invalidate the cached
catalog tree.

The first main change required is to clear the tree as asset libraries
are being read, similar to other dynamic asset menus. This is done
with a 3D view header listener rather than a menu listener in this case.

However, that isn't enough, because there is an issue with the asset
system where the "all" library isn't updated when the current file library
changes. The solution is to explicitly rebuild the "all" library's catalogs
when other asset libraries are changed.

The other necessity for dynamic updates is clearing the catalog tree
to be rebuilt when the node group "asset traits" are changed. This is
done with a new notifier type (with the goal of being a bit selective
about when we re-read assets). This _also_ requires running the
"presave" callback that builds asset metadata when updating the
property. Otherwise saving the file and sending the notifier is
necessary, which is too confusing.

Pull Request: https://projects.blender.org/blender/blender/pulls/112166
2023-09-14 17:43:33 +02:00
Lukas Tönne
d2f4ebcd6a Fix #112331: Add update tags directly in bNodeTreeInterface API methods
Calling an API function after the node panels patch does not internally
tag the node tree with `NTREE_CHANGED_INTERFACE` any more, because the
node tree is not directly accessible from `bNodeTreeInterface`. Before
node panels the API functions for interfaces could tag the tree directly
for later update consideration, which now requires explicit tagging
calls.

The fix is to add a flag and mutex directly to `bNodeTreeInterface`, so
API methods can tag after updates. This mostly copies runtime data
concepts from `bNodeTree`. The `ensure_interface_cache` method is
equivalent to `ensure_topology_cache` and should be called before
accessing `interface_inputs` and similar cache data.

Pull Request: https://projects.blender.org/blender/blender/pulls/111741
2023-09-14 14:13:07 +02:00
Jacques Lucke
11b2ac54a6 Fix #111166: crash when enabling render pass with equally named AOV
There were two issues:
* The check for conflicting AOVs was done after the Render Layer node
  was updated. This led to an unexpected state in the node.
* The check for conflicting AOVs did not work, because AOVs that already
  had the conflict-flag set were ignored.
2023-09-14 11:26:25 +02:00
Campbell Barton
b7f3e0d84e Cleanup: spelling & punctuation in comments
Also remove some unhelpful/redundant comments.
2023-09-14 13:25:24 +10:00
Campbell Barton
ee6b39ae86 Cleanup: always run both FOREACH_MAIN_ID_BEGIN & END macros
Also correct the "END" macro being used in the wrong scope.
2023-09-14 11:46:32 +10:00
Falk David
97d2dbb24e Fix #112068: Crash when loading converted curves
In 2788fa915b the `CurvesGeometry::blend_write` and `CurvesGeometry::blend_read` functions were added. Unfortunately, the commit also altered the writing logic and introduced a bug where loading a file with a converted `Curves` object would crash. See https://projects.blender.org/blender/blender/issues/112068.

This PR fixes the issue by making sure that `CustomData_blend_write_prepare` is called before `BKE_id_blend_write`, which is the root cause of the crash that happens on load.

The  `CurvesGeometry::blend_write` function is split into  `CurvesGeometry::blend_write_prepare` and `CurvesGeometry::blend_write`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112280
2023-09-12 16:02:04 +02:00
Sybren A. Stüvel
6c4eb80cc3 Anim: clarify BKE_armature_find_bone_name docstring
No functional changes.
2023-09-12 15:00:33 +02:00
Julian Eisel
0519e8d711 UI: Remove panel name size limit for complex character languages
The previous limit of 63 bytes for the panel name was an issue for
languages where characters use multiple bytes. The UI would show panel
names truncated that had reasonably long/short names.

It's easy to support dynamically sized strings here, so do that instead
of using fixed size buffers.

Fixes #111927.

Pull Request: https://projects.blender.org/blender/blender/pulls/111979
2023-09-12 14:47:46 +02:00
Jacques Lucke
34b4487844 Fix #109670: attribute shared between geometries even when edited
The RNA attribute API did not make sure that attributes are unshared when
the data is accessed. This is necessary to avoid accidentally changing data
on other geometries.

Unfortunately, we currently can't detect if the access is read-only or if the
attribute data is modified. Therefore, the data is always copied when it
was shared. This makes it a little bit less efficient in some cases, but that
should still be ok. The old behavior could by brought back by implementing
#112150.

Pull Request: https://projects.blender.org/blender/blender/pulls/111514
2023-09-12 13:03:01 +02:00
Amelie Fondevilla
127eee87ce GPv3: Duplicate keyframes
Implementation of the duplicate and move operator for grease pencil frames.

The `ACTION_OT_duplicate` operator now creates duplicates of the selected frames and stores them in the layer runtime data.
The `TRANSFORM_OT_transform` operator is updated to take care of these duplicated frames.

Pull Request: https://projects.blender.org/blender/blender/pulls/111051
2023-09-12 12:07:15 +02:00
Nate Rupsis
9da88301ef Fix #100718: NLA Hold Forward Inconsistency
Fix #100718: NLA Hold Forward Inconsistency

Action Track with 'extrapolation=Hold Forward' behaves the same as 'Hold'.

For the Action Track, we now properly treat extrapolation Hold_Forward just like the rest of the NLA system.

Co-author Wayde Moss @wbmoss_dev
Pull Request: https://projects.blender.org/blender/blender/pulls/109182
2023-09-11 18:40:31 +02:00
Hans Goudey
974edc5885 Cleanup: Remove unnecessary "add node search"
Now that specific menus can be searched directly (see 7f9d51853c),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.

In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.

Pull Request: https://projects.blender.org/blender/blender/pulls/112056
2023-09-11 18:36:09 +02:00
Falk David
b66c0676b4 GPv3: Move dopesheet channels
This will allow to move selected channels to
Top/Bottom/Up/Down in the list.

Co-authored by: Pratik Borhade <pratikborhade302@gmail.com>

Pull Request: https://projects.blender.org/blender/blender/pulls/111009
2023-09-11 13:07:48 +02:00
Guillermo Venegas
fca8df9415 Fix #112087: Float curve flickers with aligned points at x axis
Sorting curve points only at x axis generates undefined
behavior if some points are aligned at x axis with qsort.

Pull Request: https://projects.blender.org/blender/blender/pulls/112205
2023-09-11 00:17:14 +02:00
Hans Goudey
98e33adac2 Mesh: Further optimize topology map creation
We need a separate array that we can change in during the parallel
group construction. That array tells where in each group the index
is added. Building this array is expensive, since construcing a new
`Array` fills its elements serially. There are two possible solutions:

1. Use a copy of the offsets to increment result indices directly
2. Rely on OS-optimized `calloc` instead of `malloc` and a copy/fill

Both depend on using `fetch_and_add` instead of `add_and_fetch`.

The vertex to corner and edge to corner map creation is optimized
by this commit, though the benefits will be useful elsewhere in the
future.

|          | Before  | 1. offsets copy | 2. calloc       |
| -------- | ------- | --------------- | --------------- |
| Grid 1m  | 3.1 ms  | 1.9 ms (1.63x)  | 1.8 ms (1.72x)  |
| Grid 16m | 51.8 ms | 33.3 ms (1.55x) | 32.7 ms (1.58x) |

This commit implements the calloc solution, since it's slightly faster
and simpler. In the future, `Array` could do this optimization itself
when it detects that its fill value is just zero bytes.

Pull Request: https://projects.blender.org/blender/blender/pulls/112065
2023-09-08 16:18:38 +02:00
Campbell Barton
52c4051d13 Cleanup: use doxy sections 2023-09-08 23:09:51 +10:00
Campbell Barton
9e41eccc6e Cleanup: spelling in comments 2023-09-08 17:12:29 +10:00
Campbell Barton
4fc5d287ac Cleanup: doxygen parameters, blank comment lines 2023-09-08 16:53:30 +10:00
Campbell Barton
0ff8ed788d Fix own error in a8124a2cb4 2023-09-08 16:50:51 +10:00
Campbell Barton
34e4916d51 Fix setting curve handles free/aligned/toggle ignoring selected knots
Missed from [0] where handles should be considered selected when the
knot is selected.

[0]: 78b6ed19f3
2023-09-08 15:42:59 +10:00
Campbell Barton
ec89e966d0 BKE_deform: assert on invalid arguments to BKE_defvert_remove_group 2023-09-08 14:56:07 +10:00
Campbell Barton
3bc9971f26 Cleanup: assert the index created in rule_follow_leader is valid
Assert that the partial is part of the particle system before
creating an index. This is a hint to developers that the cast
is safe and using a pointer offset isn't going to cause problems.

Issue raised by !111193.

Co-authored-by: Loren Osborn <linux_dr>
2023-09-08 13:57:53 +10:00
Campbell Barton
a8124a2cb4 Fix potential error casting a pointer offset to int on 64bit systems
When using a pointer offset that may be out-of-bounds the integer
must not truncate the offset.

Issue raised by !111193.

Co-authored-by: Loren Osborn <linux_dr>
2023-09-08 13:46:01 +10:00
Campbell Barton
e5a1e6bcf1 Cleanup: use early returns in deform.cc functions 2023-09-08 13:42:47 +10:00
Lukas Tönne
fc321739f0 Fix #111963: Followup fix to ensure sockets inside panels have unique identifiers
#111972 made sure copied sockets have unique identifiers, but it didn't
cover the case of copying a panel and its children.

- Added an optional `uid_gen` argument to item copy functions which
  generates new unique identifiers for copied items. If not specified
  the items will retain the original identifiers (e.g. when copying an
  entire node tree).
- Removed the `copy_items` panel function from the API. Only used
  internally and requires a uid generator now.

Pull Request: https://projects.blender.org/blender/blender/pulls/112074
2023-09-07 15:06:38 +02:00
Hans Goudey
9f998c3e3a Cleanup: Change mesh face triangle count macro to C++ inline function 2023-09-07 08:36:43 -04:00
Bastien Montagne
eadc54bb5d Fix (unreported) crash when deleting ObData while keeping their ShapeKeys.
Batch deletion of IDs could lead to deleting ObData ones while keeping
the related ShapeKeys.

Orphaned shape keys are not allowed anymore in Blender, they are checked
against in both file write and read code.

This would lead to assert (and crash) e.g. in the liboverride code.

This commit forcefully add shapekeys of deleted meshes, curves etc.,
when calling e.g. `BKE_id_multi_tagged_delete`.

Note that deleting the shapekey when deleting the obdata ID was already
implemented in single ID deletion (`BKE_id_delete` & co), in the
underlying private `id_free`. But this is skipped in `no main` case.
which is used by the batch deletion code for performance optimizations.
2023-09-06 18:21:15 +02:00
Jacques Lucke
7f9d51853c UI: support searching in menus
The basic idea is very simple. Whenever a supported menu is open, one can just
start typing and this opens a search that contains all the (nested) menu entries.

The main downside is that this collides with accelerator keys. Those are the
underlined characters in each menu. For now, we just enable this new searching
behavior in a few selected menus: Node Add Menu, View3D Add Menu and
Modifier Add Menu.

This new functionality can be enabled for a menu by setting
`bl_options = {'SEARCH_ON_KEY_PRESS'}` to true in the menu type.

The status bar shows `Type to search...` when a menu is opened that supports search.

Pull Request: https://projects.blender.org/blender/blender/pulls/110855
2023-09-06 18:16:45 +02:00
Julian Eisel
f20853a6c9 Fix possible crash when loading thumbnails from .blend files
When data-block/asset previews were not stored in the thumbnail cache
yet (or were outdated), we'd read them from .blend files. This could
lead to random crashes (but quite reliable with a small number of
previews to be read).

Wasn't clearing runtime memory which could lead to the
`PRV_TAG_DEFFERED` bit being set. This meant we would try to free
deferred preview data since eefee47a8a, which was just garbage memory.
2023-09-06 18:00:20 +02:00
Bastien Montagne
1a4225d746 Fix (studio-reported) missing clearing of 'need resync' library tag.
The `Library.tag` data is supposed to be runtime only, so needs to be
cleared when reading data from blendfile.

This fixes the 'need resync' status of a library staying around forever
once set, annoying visual warning in the Outliner.
2023-09-06 17:14:46 +02:00
Hans Goudey
4e97def8a3 Geometry Nodes: Expose sharp edge status with builtin nodes
Change the existing "Is Shade Smooth" node to be named "Is Face Smooth"
and add a new "Is Edge Smooth" node. Also give the "Set Shade Smooth"
node the ability to set face or edge smoothness.

The fact that the nodes process "smooth" data reversed from the builtin
"sharp" attributes can be reversed with versioning in a separate commit.

While it's tempting to abstract the sharpness status into a single node,
face and edge smoothness are accessed separately in edit mode, and the
subtlety of interacting with data on different domains would make that
confusing. Instead, a separate "Is Shade Smooth" node group asset will
give all the sharp elements taking into account both builtin attributes.

The fact that sharpness is stored separately on two domains makes the
best design for simple operations non-obvious. For example, you should be
able to remove all sharpness or make everything flat with a single node.
The behavior depends on whether the two attributes exist and the
combination of values between the domains.

---

![image](/attachments/c3f053c4-2b0f-44ac-9227-62071065fe56)

![image](/attachments/fd489fb3-314b-42ff-a5a9-e79578cbdfe7)

Pull Request: https://projects.blender.org/blender/blender/pulls/112029
2023-09-06 17:12:27 +02:00
Philipp Oeser
5b6e1c0cf6 Fix #111898: Custom normals data transfer modifier does not work
Mistake/typo in 5e9ea9243b (mixing up very similarly named variables -
leading to heap buffer overflow).

Pull Request: https://projects.blender.org/blender/blender/pulls/112037
2023-09-06 16:54:46 +02:00
Bastien Montagne
00a36cbf24 Fix #111970: Regression: Crash with assertion after delete scene when some 3D Views have Local Collection enabled
This is a nasty gathering of several issues, main one being that 'local
collections' of 3DViews are still updated immediately instead of the
deferred update used for all other viewlayer cases.

The change in a16bcb6576 led to internal references to the Scene's
master collection to become invalid, which is the expected behavior.
But this turns the Scene's view_layers into invalid state too.

Ideally, there should never be resync of viewlayers of a scene being
deleted anyways.

For now, take the (hopefully!) safe approach of explicitely forbidding
any viewlayer update during ID deletion process, and deferring it at the
end of the process.

Note that this change may also give some marginal gerformance
improvements in some rare edge cases (like deleting a very heavy scene
with many collections and 'local collection' 3DViews ?).
2023-09-06 16:21:55 +02:00
Miguel Pozo
2aa7961e6f Workbench: Remove old implementation 2023-09-06 15:54:48 +02:00