`BKE_simulation_state_serialize.hh` is not necessary anymore,
because the serialization is done at a lower level.
The functionality that lived there in the past is now part of
`BKE_bake_items_serialize.hh`.
Goals of the refactor:
* Internal support for baking individual simulation zones (not exposed in the UI yet).
* More well-defined access to simulation data in geometry nodes. Especially, it
should be more obvious where data is modified. A similar approach should also
work for the Bake node.
Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData`
and then the simulation input and output nodes would have to figure out what to do with that
data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of
simulation zones. Contrary to before, different simulation zones can now be handled
independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be
subclassed by a user of the geometry nodes API. The subclass controls what each simulation
input and output node does. This some of the logic that was part of the node before, into
the modifier.
The way we store simulation data is "transposed". Previously, we stored zone data per
frame, but now we store frame data per zone. This allows different zones to be more
independent. Consequently, the way the simulation cache is accessed changed. I kept
things simpler for now, avoiding many of the methods we had before, and directly
accessing the data more often which is often simple enough. This change also makes
it theoretically possible to store baked data for separate zones independently.
A downside of this is, that existing baked data can't be read anymore. We don't really
have compatibility guarantees for this format yet, so it's ok. Users will have to bake again.
The bake folder for the modifier now contains an extra subfolder for every zone.
Drawing the cached/baked frames in the timeline is less straight forward now. Currently,
it just draws the state of one of the zones, which usually is identical to that of all other
zones. This will change in the future though, and then the timeline drawing also needs
some new UI work.
Pull Request: https://projects.blender.org/blender/blender/pulls/111623
Part 3/3 of #109135, #110272
Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.
The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces
All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.
Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.
The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.
A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.
This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).
Pull Request: https://projects.blender.org/blender/blender/pulls/111348
- Multiple issues in the Data Transfer modifier error messages:
- "None" -> "none", this word in the middle of a sentence, no need
for upper case.
- "amount of <element>" -> "number", more appropriate for discrete
counts.
- "doesn't" -> "does not", to respect Blender's style guide.
- "The grease pencil object need an Armature modifier" -> "needs",
grammar.
- "Armature modifier is not valid or wrong defined" -> "is invalid".
Unclear what "wrong defined" means.
- The "Recent Reports" text block has not been used since 2.81.
- "Not valid subdivisions found to rebuild lower levels" -> "No
valid...", typo.
- "extensions repository" -> "extension repository": typo.
- "... , but loose correct blending..." -> "lose": typo.
- "True when multiple enums ": trailing whitespace.
- "Number of ray per pixel" -> "rays": typo.
- "Curve Parameter node" -> "Spline ...": this is the actual name of
the node after its rename in 1cd9fcd98d.
Pull Request: https://projects.blender.org/blender/blender/pulls/111145
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:
- Bone collections are stored on the armature, and have a name that is
unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
collections.
- When a bone is in at least one collection, and all its collections in
are hidden, the bone is hidden. In other cases (in any visible
collection, or in no collection at all), the bone visibility is
determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
like bone groups were. Nestability of bone collections is intended to
be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
from both pose mode and edit mode.
Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.
Shortcuts:
- M/Shift+M in pose/edit mode: move to collection (M) and add to
collection (shift+M). This works similar to the M/Shift+M menus for
objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
is likely to be removed in the near future, as the functionality
overlaps with the M/Shift+M menus.
This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
This was noted in code comments and checked in Python documentation
generation but not at build time.
Since these enums are identifiers that end up included in various places
enforce the `rna_enum_*_items` convention which was noted as
the convention but not followed strictly.
Partially reverts [0], avoids having to deal with multiple prefix types.
[0]: 3ea7117ed1
The code ensuring that an object (or obdata) is not made local if it is
used by linked data that is not tagged to be made local was blatantly
buggy, leading to over-detecting such cases.
Note that this code remains fairly fragile imho, think the whole Main
data-base of IDs should be checked, other data-types than Objects can
use objects! But this is for another day.
When copying (CTRL+L->Animation Data) a driver between two objects
that are linked with library overrides, `AnimData` was not created.
This did crash Blender when it tried to use the `nullptr`
The reason it crashed is because the function
`DEG_id_tag_update()`
was never called.
Fix it by restructuring the code so the function gets called
Pull Request: https://projects.blender.org/blender/blender/pulls/110795
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
With the end goal of simplifying ownership and memory management,
and allowing the use of `get_name` in contexts without statically
allocated strings, use `std::string` for the return values of these two
operator type callbacks instead of `const char *` and `char *`.
In the meantime things get uglier in some places. I'd expect `std::string`
to be used more in the future elsewhere in Blender though.
Pull Request: https://projects.blender.org/blender/blender/pulls/110823
The `OBJECT_OT_simulation_nodes_cache_delete` operator
would delete the parent bake directory. This could lead to catastrophic
loss of data if the user set their bake directory to a folder that
contains other files or folders.
This commit makes sure that only the "meta" and "bdata" folders get
deleted in the parent directory.
Pull Request: https://projects.blender.org/blender/blender/pulls/110999
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
This updates the signature of `RNA_def_property_update_runtime`
which previously just has a `const void *` input. This made it difficult
to know what function signature is expected and also does not result
in compile errors when a wrong function is provided.
There is one case which required a different signature, so now there
is a separat function for that case.
Remove the "_for_read" suffix from methods to get geometry and geometry
components. That should be considered the default, so the suffix just
adds unnecessary text. This is consistent with the attribute API and
various implicit sharing data access methods.
Use "from_mesh" instead of "create_with_mesh". This is consistent with
the recently used naming for the `IndexMask` API.
Pull Request: https://projects.blender.org/blender/blender/pulls/110738
The goal is to reuse the same bake items for simulation and normal baking (#110137).
Previously, the bake data was tied to a simulation state which made it harder to reuse.
Now the code for the following things can be reused easily:
- Convert geometry node socket values into bake items and back.
- Serialize and deserialize bake items.
Pull Request: https://projects.blender.org/blender/blender/pulls/110577
Add an API for armature layer access. Instead of accessing `arm->layer`
and friends directly, the code now uses this API. This will make things
easier to replace by bone collections in the future.
The functions are named "bonecoll" (short for "bone collection"), as
that's the soon-to-be-introduced replacement for armature layers. This
API is the first step towards that replacement, and should help to
reduce the changes necessary when functional changes are committed.
This also creates a new module `source/blender/animrig` for Animation &
Rigging code. This will, for example, house the bone collection system
in the near future.
There is a bunch of code currently spread across blenkernel and editors
in a rather ad-hoc way; it is intended that at some point that code gets
moved into `animrig` as well (or at least the subset of that code where
such a move makes sense; brain still required).
Ref: #108941
No functional changes.
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.
Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.
the only way forward appears to be back.
this reverts :
19422044eda670b53abe0f541db97cbe516e8c813e88a2f44c4e64b772f59547e7a31707fe6c5a57
The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.
Pull Request: https://projects.blender.org/blender/blender/pulls/110438
Implements part of #101689.
The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.
To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/109819