Moving the cyclic mode check into a separate function simplifies the
code. Avoiding an additional local variable to track the result, and
better encapsulates the behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/138375
The old versioning code was not guarded in a `MAIN_VERSION_FILE_ATLEAST`
check and the RNA hard minimum was not updated to prevent setting this
to an invalid value.
Pull Request: https://projects.blender.org/blender/blender/pulls/138572
Recent increases in region edge hit sizes, to work better with tablet
pens, made the hitspace for Properties NavBar encroach into the tab
space. This PR just narrows it and moves it away from the tabs.
Pull Request: https://projects.blender.org/blender/blender/pulls/138622
This converts the public `uiItemR` function to an object oriented
API (`uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138617
This is loosely related to #136285, which allows changing numerical
values while in text entry mode. Outside of that, just hovering over
numerical inputs we are currently able to increment and decrement by
Ctrl + Mouse Wheel. This works for integers, floats, sliders. Current
code also allows cycling through expanded enums. This PR extends that
so Ctrl + Mouse Wheel also changes toggles and checkboxes and also
changes values inside of strings.
Pull Request: https://projects.blender.org/blender/blender/pulls/138344
Add a new shader node to control volume coefficients (scattering,
absorption and emission) directly, making it easier to model existing
volumes with measured data.
Pull Request: https://projects.blender.org/blender/blender/pulls/136287
... if only a single view is enabled
Logic for touching placeholder files in `RE_RenderAnim` uses
`BKE_scene_multiview_filepath_get` (no matter if only a single view is
enabled), but logic in `BKE_image_render_write` falls back to using the
"regular" filepath (once gotten from `BKE_image_path_from_imformat`) if
there are less than two views.
That would also break the behavior of "Skip Overwrite".
Digging in git history is a bit hard, so not exactly sure why this was
added, but this PR changes behavior so that
`BKE_scene_multiview_filepath_get` is always used (even for a single
(non-empty) view. Done by implementing `RE_ResultIsMultiView`
Pull Request: https://projects.blender.org/blender/blender/pulls/138507
It would not use topological distances.
This was the case for Grease Pencil, Curves were right though (even
though both use the same code `curve_populate_trans_data_structs` /
`calculate_curve_point_distances_for_proportional_editing`)
So that calculation is actually right, the thing that made it fail for
Grease Pencil was that `init_proportional_edit` was calling
`set_prop_dist` with the `with_dist` argument as `true` [this would
overwrite the already calculated dist with the "plain", "non-
topological" distance again... leading to wrong values being used in
`calculatePropRatio`]
So to resolve, skip the `set_prop_dist` alltogether if T_PROP_CONNECTED
is used. Done for both Curves and Grease Pencil and move into own block.
Legacy Curve get their own codeblock (with a comment where their
topological distances are calculated).
Pull Request: https://projects.blender.org/blender/blender/pulls/138588
Part of #136993.
Share as much of the ShaderCompiler implementations as possible.
Remove the ShaderCompiler/ShaderCompilerGeneric split and make most of
its functions non virtual.
Move the `get_compiler` function from `Context` to `GPUBackend` and
creation/deletion to `GPUBackend::init/delete_resources`.
Add a `batch_cancel` function to `ShaderCompiler` (needed for the
GPUPass refactor).
As a nice extra, the multithreaded OpenGL compilation has become faster
too.
The barbershop materials + EEVEE static shaders have gone from 27s to
22s.
I have not observed any performance difference on Vulkan or Metal.
Pull Request: https://projects.blender.org/blender/blender/pulls/136676
Expand the already-existing safety margin to correct for the implosion
scenario, by a factor of 100x. That way it doesn't zoom in too much,
and makes it easy for an animator to zoom out again if necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/138235
This converts the public `uiItemL` function to an object oriented
API (`uiLayout::label`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138608
While shaderc is a c++ library that normally requires debug libs
for ABI reasons, shaderc only exports a C interface, so it will
link release mode libs just fine even for debug builds.
This drops the time required for GPU_shader_compile_static in a
debug build from 5 mins to 3 sec for @pragma37
no changes for release configurations.
The goal is to separate the draw attribute request from the
CustomData implementation. For the layer index this was
already started a while ago; it's only used in a couple places
and lookups are mostly name based anyway.
Conceptually the attribute request is just a request that the
extraction system create a buffer for a certain attribute name.
Information about where the attribute is stored doesn't fit.
Pull Request: https://projects.blender.org/blender/blender/pulls/138570
This adds basic templating support to render output paths. By putting
"{variable_name}" in the path string, it will be replaced by the named
variable's value when generating the actual output path. This is similar
to how "//" is already substituted with the path to the blend file's
current directory.
This templating system is implemented for both the primary render output
path as well as the File Output node in the compositing nodes. Support
for using templates in other places can be implemented in future PRs.
In addition to the "{variable_name}" syntax, some additional syntax is
also supported:
- Since "{" and "}" now have special meaning, "{{" and "}}" are now
escape sequences for literal "{" and "}".
- "{variable_name:format_specifier}", where "format_specifier" is a
special syntax using "#", which allows the user to specify how numeric
variables should be formatted:
- "{variable_name:###}" will format the number as an integer with at
least 3 characters (padding with zeros as needed).
- "{variable_name:.##}" will format the number as a float with
precisely 2 fractional digits.
- "{variable_name:###.##}" will format the number as a float with at
least 3 characters for the integer part and precisely 2 for the
fractional part.
For the primary render output path: if there is a template syntax error,
a variable doesn't exist, or a format specifier isn't valid (e.g. trying
to format a string with "##"), the render that needs to write to the
output path fails with a descriptive error message.
For both the primary and File Output node paths: if there are template
syntax errors the field is highlighted in red in the UI, and a tooltip
describes the offending syntax errors. Note that these do *not* yet
reflect errors due to missing variables. That will be for a follow-up
PR.
In addition to the general system, this PR also implements a limited set
of variables for use in templates, but more can be implemented in future
PRs. The variables added in this PR are:
- `blend_name`: the name of the current blend file without the file
extension.
- `fps`: the frames per second of the current scene.
- `resolution_x` and `resolution_y`: the render output resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/134860
Image prepass pass didn't initialize the retopology offset, resulting in
clip test failures on Vulkan. Users noticed that the cycles rendering
didn't update during rendering, only when finihsed.
Pull Request: https://projects.blender.org/blender/blender/pulls/138596
Similar to other listbase tree-elements, skip GP_EFFECT_BASE from
renaming. Otherwise it crashes in `str_utf8_copy_max_bytes_impl`
due to assigning some other value to const char stream.
Pull Request: https://projects.blender.org/blender/blender/pulls/138484
When a texture wrapper wraps a second texture it doesn't free its
local resources based on the previous texture. This resulted in texture
views still being used where the backed memory could already be reused
by other allocations.
In OpenGL this might be solved inside the driver by not freeing the
backed texture unless all views have been freed. However our Vulkan
backend doesn't do this, leading to crashes when resizing the viewport
when displaying a workbench volume. In OpenGL this could lead to small
resizing artifacts, although we haven't noticed them. Overlay also wraps
existing textures.
Pull Request: https://projects.blender.org/blender/blender/pulls/138582
Custom properties on pose markers in Actions were not handled properly
in the following ways:
- They were not written to or read from blend files, which resulted in
crashes (reported in #138201).
- They were not duplicated when the pose marker lists were duplicated
(during Action duplication), which would leave the duplicate marker
*sharing* custom properties with the marker it was duplicated from.
This PR fixes these issues by creating functions to handle the reading,
writing, and copying of marker lists which properly read/write/copy
custom properties as well, and using those functions in the relevant
places.
Pull Request: https://projects.blender.org/blender/blender/pulls/138494
`ImagePaintMode` `paint_bucket_fill` does a double colorspace conversion
atm. (which is a lossy process).
Since this is lossy, painting with the same color as was used for
filling can give slight differences (very noticable though if painting
e.g. bump maps).
For comparison, `ProjectionPaintMode` `paint_bucket_fill` (so in the 3D
viewport) does not suffer the same issue (it keeps track of both sRGB
brush color and a linear version of such color).
Currently `paint_2d_bucket_fill` expects linear space color values, so
for filling byte images, we first convert the brush color to linear
(`srgb_to_linearrgb_v3_v3`) then inside `paint_2d_bucket_fill`, we
convert back (`linearrgb_to_srgb_v3_v3`).
We can avoid the double conversion though, make `paint_2d_bucket_fill`
expect sRGB space color values and only convert to linear if we a
filling float images.
Pull Request: https://projects.blender.org/blender/blender/pulls/138540
Previously, menu sockets were always drawn as dropdown. This patch adds the
ability to draw them expanded instead.
As before, in the node editor, only the expanded menu is drawn, without the
label. There is simply not enough space for both. However, in the modifier and
operator settings the label is drawn currently. We'll probably need to add a
separate `Hide Label` option (similar to `Hide Value`) for group inputs that
support it. That would also help a lot with e.g. object sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/138387
Previously, it was possible to search for specific math operations in
link-drag-search but not in the normal add menu. This patch adds support for
searching for specific operations in various math nodes.
A good trick for adding e.g. a vector add node is to search for `vadd`
(similarly with `iadd`).
The menu itself looks unchanged. This patch only adds additional elements to the
search.
Pull Request: https://projects.blender.org/blender/blender/pulls/138534
If a keymap entry uses "Hyper" key as a modifier then it currently
shows oddly on the status bar because the text width is narrower than
the button width. This corrects that.
Pull Request: https://projects.blender.org/blender/blender/pulls/138575
Currently while transforming with proportional editing we see an item
in the status bar for "MsPan: Adjust Proportional Influence". This is
actually for trackpad pan gesture (only available on some laptops).
This PR just combines this entry with those for Page Up and Page Down.
Pull Request: https://projects.blender.org/blender/blender/pulls/138574
Adding three icons to represent panning, rotate, and zoom gestures
and using them for status bar event icons for
GHOST_kTrackpadEventScroll, GHOST_kTrackpadEventRotate, and
GHOST_kTrackpadEventMagnify.
Pull Request: https://projects.blender.org/blender/blender/pulls/138569
This converts the public `uiLayoutRadial` function to an object oriented
API (`uiLayout::menu_pie`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
`uiLayout::menu_pie` now returns an `uiLayout` reference instead of a pointer.
New calls to this method should use references too.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138563