Renames "Sculpt Tool", "Vertex Paint Tool", ... to "Brush Type" in all cases.
The name "tool" is overloaded, plus, there actually is a "Brush Tool" now. As a
follow up to the assets project merge we can rename this in C++, added this
to #116337 and opened #124201. At least rename it in the UI for a start.
Pull request: https://projects.blender.org/blender/blender/pulls/124203
This is the main merge commit of the brush assets project. The previous
commits did some preparing changes, more tweaks are in the following commits.
Also, a lot of the more general work was already merged into the main branch
over the last two years.
With the new design, quite some things can be removed/replaced:
- There's a unified "Brush" tool now, brush based tools and all special
handling is removed.
- Old tool and brush icons are unsed now, and their initialization code
removed here. That means they draw as blank now, and the icon files can be
removed in a follow up.
- Creation of default brushes is unnecessary since brushes are now bundled in
the Essentials asset library. Icons/previews are handled as standard asset
previews.
- Grease pencil eraser options are replaced by a general default eraser brush
that can be set by the user.
More changes are planned still, see task list issue below.
Main Authors: Bastien Montagne, Brecht Van Lommel, Hans Goudey, Julian Eisel
Additionally involved on the design: Dalai Felinto, Julien Kaspar
Blog Post: https://code.blender.org/2024/07/brush-assets-is-out/
Tasks:
https://projects.blender.org/blender/blender/issues/116337
Reviewed incrementally as part of the brush assets project, see:
https://projects.blender.org/blender/blender/pulls/106303
Turns the asset shelf into a popover which reduces some of the special
handling. An operator `WM_OT_call_asset_shelf_popover()` (similar to
`WM_OT_call_panel()`) is added to be able to call the popover from shortcuts.
Exactly this was an important aspect for the brush assets project, to allow
quick searching for brushes from the popup.
A custom shortcut can be added to asset shelf popovers using "Assign Shortcut"
in the context menu of buttons invoking it.
The popover is spawned with the mouse hovering the first asset and the search
button active using "semi modal" handling. That means while the popover is
open, any text input is captured by the search button, while the rest of the
popover stays interactive. So for example navigating through asset catalogs is
possible, a single click activates an asset and closes the popover.
Reviewed as part of the asset shelf project, see:
- https://projects.blender.org/blender/blender/issues/116337
- https://projects.blender.org/blender/blender/pulls/106303
When opening the popup to select the asset catalogs to show as tabs in the
asset shelf, it's annoying that they would collapse back to the root level
every time. This would mean users have to manually uncollapse a bunch of
catalogs every time they call the popup. Since this is a popup, we don't need
to be too careful about saving space. And in practice these catalog trees are
usually rather small anyway. So simply uncollapse the first few levels of
catalogs.
Part of the brush assets project, see:
- https://projects.blender.org/blender/blender/issues/116337
- https://projects.blender.org/blender/blender/pulls/106303
Asset system files (using the `.asset.blend` extension) are special and cannot
be edited like normal files. Opening them showes warnings about this. So better
not "encourage" editing these files that much.
Note that this check will result in false positives, since users may create
files with this extension. Asset system files have an extra flag stored
identifying them. Accessing that from the asset representation is a bit more
involved, probably requires changes in the asset indexer. For now keeping it
simple, the false positives are not a big deal for this convenience operator.
Pull Request: https://projects.blender.org/blender/blender/pulls/123781
Part of the brush assets project, see:
- https://projects.blender.org/blender/blender/issues/116337
- https://projects.blender.org/blender/blender/pulls/106303
Adds support for text buttons that capture text input, while the rest of the
UI stays interactive. This is useful for example for filter buttons in popups
that are used for searching. Current search popups are an ad-hoc implementation
that doesn't use the normal widget system (and thus are quite limited).
For the brush assets project this is important to allow quickly popping up the
brush asset shelf popup, immediately typing to search a brush, and activating
a brush with a single click (rather than having to confirm text input first).
All UI elements stay interactive with hover feedback, changing asset library
and catalogs is possible, tooltips and context menus can be opened, and any
text input is still sent to the search button.
Normal search popups already keep their search results interactive like this
during text input, but are too limited because they don't use our widget
system. For example custom layouts are not possible with them. With this
feature implemented, we could consider rewriting them to use the widget
system, removing the ad-hoc implementation.
Part of the brush assets project, see:
- https://projects.blender.org/blender/blender/issues/116337
- https://projects.blender.org/blender/blender/pulls/106303
Initially reviewed in:
https://projects.blender.org/blender/blender/pulls/122871
Point caches can be part of modifiers, in which case changes to the
input geometry should reset the cache. This worked when the input data
is the initial object data, but does not take the modifier stack into
account. A preceding modifier could update based on some dependency
and the point cache would be none the wiser.
The `POINT_CACHE_RESET` depsgraph node now gets additional dependencies
if it's in a modifier with a predecessor.
Caveat: all caches are represented by a single node currently. That
means an indirect change to a modifier will reset all caches of that
object.
Fixes#74523
Pull Request: https://projects.blender.org/blender/blender/pulls/124247
The function `rna_def_attributes_common` assumed that the owner of the
attributes is an `ID`. This PR refactors the code to partially remove this
assumption.
The `rna_def_attributes_common` function now takes an argument
`AttributeOwnerType type` that defines what `AttributeGroup` should be used.
This is in preperation for #116043 where we want to use
`rna_def_attributes_common` for grease pencil drawings, which are not IDs.
In addition to the refactor explained above, this also changes the API
slightly:
Previously, the `AttributeGroup` defiend `active_color`,
`active_color_index`, `active_color_name`, `default_color_name`, and
`render_color_index` for all IDs. These properties could only be used by
meshes. So this PR seperates the `AttributeGroup` type into one type
per attribute owner: `AttributeGroupMesh`, `AttributeGroupPointCloud`,
`AttributeGroupCurves`, and `AttributeGroupGreasePencil`.
As such the properties mentioned above are now only usable by meshes.
Note that this technically breaks the API and will have to be noted in the
release notes.
Pull Request: https://projects.blender.org/blender/blender/pulls/123658
The projection direction was hardcoded previously. This leads to bad results
if the curves happen to be orthogonal to the projection direction, e.g. when
they were on the XY plane.
This PR fixes live viewport stability issues on Mac when MetalRT is enabled.
There were two sources of instability:
1) `MTLAccelerationStructure` instances were not being correctly retained meaning that use-after-free crashes could occur following a geometry sync.
2) `MTLIntersectionFunctionTable` objects could be unsafely shared between multiple `MetalDeviceQueue` instances (in this case, `setBuffer` being the unsafe mutation)
The solution to 2 involves creating a new `MetalDispatchPipeline` type which is strictly used by only 1 `MetalDeviceQueue` instance.
Pull Request: https://projects.blender.org/blender/blender/pulls/124055
the object in volume stack should be used instead of `isect.object`.
NOTE: this solution does not work for overlapping volumes. But since
light linking of overlapping volumes did not work before, it should be
fine to implement this partial solution. We read the bottom of the stack
instead of the top to avoid looping through the entire stack.
Pull Request: https://projects.blender.org/blender/blender/pulls/124341
This PR fixes a buffer overrun crash in the MetalRT backend. When non-traceable objects are in the scene, 'num_motion_transforms' is undercounting and the downstream buffer writes (i.e.`motion_transforms[motion_transform_index++]`) are overrunning.
Pull Request: https://projects.blender.org/blender/blender/pulls/124351
Similar to !124267 and !124261
This normal data is eventually passed into `BKE_mesh_set_custom_normals`
and through to `mesh_normals_corner_custom_set` which expects normals to
actually be normalized per its documentation.
Not doing so would yield meshes with incorrect "sharp" data for affected
edges.
Thx @OmarEmaraDev for the initial patch
Pull Request: https://projects.blender.org/blender/blender/pulls/124336
This PR adds a tag to prevent `kernel_data.integrator.seed` being baked into Metal pipelines as a specialisation constant when full kernel specialisation is enabled. This stops new pipelines from being continually compiled when animation is playing in live viewport mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/124349
The cause of the crash was that asset libraries are freed, but the filtered
trees used for things like node tool menus weren't marked dirty, so we
continued to use the freed asset data. On a design level this is quite
concerning because it means the lifetimes of the asset tree caches and
the asset system's asset libraries are connected tenuously.
Eventually there should be a better solution, but I found the simplest
fix for now is just to add a notifier when opening a new file that causes
the asset tree caches to be tagged dirty.
Pull Request: https://projects.blender.org/blender/blender/pulls/124254
The `enum_definition` property was changed by #121234 and now returns
the node itself. This creates an infinite recursion in the override
system that must be avoided by adding this flag.
Pull Request: https://projects.blender.org/blender/blender/pulls/124347
The issue here was that the left handle of the first point was calculated
incorrectly (set to the position of the point itself), which caused a
NaN when attempting to normalize a zero vector when computing extrapolation
vectors.
Pull Request: https://projects.blender.org/blender/blender/pulls/124239
Update the description to mention the node is now based on the OpenPBR
model rather than the Disney Principled Model. This has been the
case since Blender 4.0.
Pull Request: https://projects.blender.org/blender/blender/pulls/124209
When clearing depth attachment the write depth state should be enabled.
When this isn't the case a clear texture is being performed. Before
the render graph this used to be a performance issue as the rendering
would be suspended.
The render graph currently reorders these texture clears before of
the rendering context and therefore isn't seen as a performance issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/124340
The draw tool was creating catmull-rom curves because the
curve type attribute was being reset to the default (0) which
happens to be the catmull-rom type.
The fix makes sure to skip over the `curve_type` attribute when
initializing the other attributes to their default.
This change allows to pass optional freeing and copy callbacks to
functions setting the `func_argN` member of the `uiBut` and `uiBlock`
structs. These callbacks are used to free or duplicate the data stored
in these void pointers.
Defaults are set respectively to `MEM_freeN` and `MEM_dupallocN`, to
match previous hard-coded behavior.
Utils template functions are added to easily generate callbacks to
types that are managed with the `MEM_new`/`MEM_delete` C++-style
allocation, as long as they provide a copy constructor.
Note that this change should be considered as a temporary, transitional
solution. A more robust and future-proof solution is to move towards
more usage of `std::function` for these callbacks, which can then own
and manage their custom data themselves.
Allow translation of a few missing messages in the Rigify add-on. In
particular, the most important "Generate Rig" button!
Some issues reported by Gabriel Gazzàn.
The main change from this commit is the usage of ASAN poisoning (if
available) to trigger an ASAN report on the erroring memory block.
The main benefit is the report of the allocation backtrace of that
faulty memory block.
Pull Request: https://projects.blender.org/blender/blender/pulls/124231