Commit Graph

6089 Commits

Author SHA1 Message Date
Brecht Van Lommel
488989f78e Merge branch 'blender-v4.0-release' into main 2023-10-19 13:37:18 +02:00
Alaska
37ab9bb1ed Fix unnecessary mix nodes for Principled BSDF specular tint
If the specular tint is 0 in a 3.6 file, and the base color has a
node input, then don't add a mix node in versioning.

Pull Request: https://projects.blender.org/blender/blender/pulls/113893
2023-10-19 13:36:34 +02:00
Lukas Tönne
367320a0f5 Merge branch 'blender-v4.0-release' 2023-10-19 11:48:54 +02:00
Lukas Tönne
dfc3f75e77 Fix #113860: Nullptr checks for node socket and panel name pointers
In 3.6 the names of node group sockets were using char arrays, but now
use allocated strings. The RNA system assigns nullptr to such strings
when assigning an empty string through python (UI assignment appears to
always generate a valid string). This creates issues with many STL
functions, in particular assigning nullptr to `std::string` will crash.

We have to check for valid pointers before using them in places that
don't handle nullptrs.

Pull Request: https://projects.blender.org/blender/blender/pulls/113924
2023-10-19 11:48:08 +02:00
Sergey Sharybin
d826bcd02f Merge branch 'blender-v4.0-release' 2023-10-19 11:02:40 +02:00
Sergey Sharybin
78b2e9071f Fix #113875: 2D Animation template's view transform set to AgX
Pull Request: https://projects.blender.org/blender/blender/pulls/113903
2023-10-19 11:02:01 +02:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Campbell Barton
a6e3cfce79 Cleanup: quiet clang-tidy warnings & use snake case for class members 2023-10-19 17:51:21 +11:00
Jeroen Bakker
4830521a31 Cleanup: Make format 2023-10-19 08:05:27 +02:00
kosarev
f9a36b1548 blenloader: Refactor the write wrappers.
- Decouple the compressing and non-compressing wrappers.

- Turn the open(), close() and write() callbacks into proper virtual methods.

- Change the write() interface to take a void pointer and return
  a bool to simplify its use.

- Eliminate the need for explicit initialization of the wrappers' fields.

Co-authored-by: Ivan Kosarev <mail@ivankosarev.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113071
2023-10-19 01:54:00 +02:00
Germano Cavalcante
6b001ea76c Merge branch 'blender-v4.0-release' into main 2023-10-17 14:53:45 -03:00
Germano Cavalcante
934c2c894b Fix 'Snap Mode' versioning
NEAREST and PROJECT were swapped.
2023-10-17 14:52:42 -03:00
Falk David
07749b389d GPv3: Convert radius to blender units
Previously, Grease Pencil used a radius convention where
1 "px" = 0.001 units. This "px" was the brush size which would be
stored in the stroke thickness and then scaled by the point pressure
factor. Finally, the render engine would divide this thickness value by
2000 (we're going from a thickness to a radius, hence the factor of
two) to convert back into blender units.

Store the radius now directly in blender units. This makes it
consistent with how hair curves handle the radius.

* Removes the scaling in the render engine.
* Makes sure the grease pencil primitives use the correct radii
* Changes the drawing tool to work with screen space radius
* Draws the drawing tool cursor in screen space
* Makes sure the scaling is done when converting from legacy
grease pencil objects
* Makes sure the scaling is done when loading previous files

Consequences for the draw tool:
* Since the tool has a radius input in pixels, it now works in screen space. This is a pretty big change to how it works by default before, so a new option will have to be added that allows the brush to be in "Scene" space. This is similar to how it works in sculpt mode. But this is a bigger change, so I would like to split that into a separate PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/113770
2023-10-17 17:00:35 +02:00
Hans Goudey
4ae4e25dc2 Merge branch 'blender-v4.0-release' 2023-10-17 09:25:51 +02:00
Hans Goudey
820f0c24c4 Mesh: Add versioning to convert old face maps to boolean attributes
See #105317

In 46cf093270, face maps were just converted to an integer
attribute. While the internal data remains the same that way, we lose
the names and some convenient methods of interaction. This commit
additionally converts each face map to a separate boolean attribute
using the old name. This does require that no attributes were using that
name already.

Each boolean attribute can be thought of as a selection, accessible in
geometry nodes and properly interpolated by mesh processing
algorithms. The selections no longer have to be unique, meaning
one face can be part of multiple selections.

Pull Request: https://projects.blender.org/blender/blender/pulls/113769
2023-10-17 09:17:07 +02:00
Omar Emara
9f1538b586 Cleanup: Move compositor headers to c++
Pull Request: https://projects.blender.org/blender/blender/pulls/113758
2023-10-16 10:45:54 +02:00
Brecht Van Lommel
7f07d5f428 Merge branch 'blender-v4.0-release' into main 2023-10-13 16:34:27 +02:00
Brecht Van Lommel
5e67e44963 Shaders: don't unnecessarily set subsurface scale to zero in old files
When the subsurface weight is zero, keep the scale to its default value.
2023-10-13 16:32:19 +02:00
Brecht Van Lommel
46d32d8966 Merge branch 'blender-v4.0-release' into main 2023-10-10 15:36:39 +02:00
Brecht Van Lommel
478e1ab6d3 Fix build error on Windows after BLI_read changes
Don't use posix-only ssize_t in platform independent code.

Pull Request: https://projects.blender.org/blender/blender/pulls/113493
2023-10-10 15:36:15 +02:00
Jeroen Bakker
25a1cea8e2 EEVEE-Next: Scene Reflection Probe Resolution
This PR reuses the scene specific reflection probe resolution for all
reflection light probes in the scene. The target is to have a automatic
detection for the resolution. But as long as we don't have a mechanism
for detection it is better to not introduce a new UI element that will
be removed within the foreseen future.

This setting is currently used by EEVEE and EEVEE-Next. EEVEE supports
resolutions upto 4096px. This will be clamped to 2048 when using
EEVEE-Next.

The motivation for this is that EEVEE-Next will soon replace
EEVEE and 4096 can then be removed from the choices that the user can
made. Adding as separate option could need synchronization, and that
option would also be temporary as it will be removed by the resolution
detection mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/113491
2023-10-10 14:50:17 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Bastien Montagne
5f7f6b65f3 Fix (unreported) crash in 'startup.blend' GP default update code.
This commit fixes two different issues in
`BLO_update_defaults_startup_blend`:
* No check were done whether a given 'paint mode' tool settings actually
  exist or not before trying to 'update' it, leading to hard crash when
  some did not.
* Only the first Scene in loaded 'startup' Main would be processed -
  nothing prevents a `startup.blend` file to have more than one scene!
2023-10-06 20:19:26 +02:00
Campbell Barton
c9130e38e3 Cleanup: spelling in comments 2023-10-05 13:07:58 +11:00
Brecht Van Lommel
6f6fd99dbb Fix I/O debug message printed without debugging enabled 2023-10-04 21:30:41 +02:00
Bastien Montagne
c820f9b85c Fix #112649: Crash loading early 2.80 blend file without a scene collection.
Caused by 23835a393c, which removed entirely the transitive
`SceneCollection` struct and associated versioning code. This was used
in very early 2.80 development period (up to 2.80 sub 14 apparently)
instead of the current 'master collection'.

The purpose of this commit is only to fix the crash, not to restore
the support for this old, deprecated and never-released type of data.
2023-10-04 12:42:53 +02:00
Lukas Tönne
71732a9600 Fix #113014: Improved sorting to keep node group outputs above inputs
The position validation when manipulating node group items now includes
outputs..inputs order in addition to sockets..panels order. The method
for finding a valid position has been simplified, it's just a single
iteration of insertion sort.

Versioning has been added to ensure files from 4.0 alpha with
potentially unsorted sockets get re-sorted. This uses `std::stable_sort`
so that sockets keep their relative order apart from the input/output
grouping.

Pull Request: https://projects.blender.org/blender/blender/pulls/113060
2023-10-03 12:18:36 +02:00
Germano Cavalcante
ba3f8e957f Cleanup: fix unused variable warning
Caused by e7ba91a6f3
2023-10-02 18:40:42 -03:00
Germano Cavalcante
e7ba91a6f3 Fix #113130: Versioning error in snap type in animation editors
Caused by fb556c75df

The ideal would be to increase the version file, but this would make
the versioning code a bit messy, and it was a recent error
(it shouldn't affect many users).
2023-10-02 17:26:07 -03:00
Harley Acheson
82bfc41d0c UI: Allow Separate Configuration of Subpixel Antialiasing
Separate user configuration of subpixel antialiasing from the hinting
options. For example, this allows turning this on while hinting is
"None", or off when hinting is "Full".

Pull Request: https://projects.blender.org/blender/blender/pulls/113027
2023-09-29 19:02:25 +02:00
Jeroen Bakker
c9491b395c Cleanup: Make format 2023-09-28 15:15:08 +02:00
Philipp Oeser
16e4eeb9c0 Text objects: make CharInfo mat_nr zero-based
For text objects, the CharInfo mat_nr material index used to start at 1
(not at zero like for meshes or nurbs).
Code was mostly considering this (but not in all places, so material
index handling (removing/moving) could still go wrong.

As an alternative to !109746 (where it was made sure all places would
make the right assumption about mat_nr starting at 1), this PR now
changes the mat_nr to be zero-based.

This is more in line with other places handling material indices.

Versioning code is in place to properly convert old files.

Fixes #109491

Pull Request: https://projects.blender.org/blender/blender/pulls/112954
2023-09-28 11:46:52 +02:00
Germano Cavalcante
bcaac0421b Fix snap versioning error 2023-09-27 18:03:01 -03:00
Germano Cavalcante
fb556c75df Snap: New icons
For Blender 4.0 we decided to support individual icons for different
snap elements.

This was originally contributed by Erik Abrahamsson as !107054 with
some contributions by myself (Germano).

This set of icons being simple geometric symbols, that should be
familiar to CAD artists.

Note that Face and Volume share the same icon (circle). This is
deliberate since they communicate a similar functionality - are not
aimed at precision snapping the same way the vertex or perpendicular
are.

Also note that later we should also try to change the icons shown in
the snap menu to match the symbols that the artists see in the preview
window.

———

On the decision process:

The version currently in main (and rolled back here) was an initial
attempt of aggregating more information to the icons (e.g., by aligning
the icons to the target edges) while making them more suitable to
Blender. After presenting both options to (parts of the) community,
there was nothing fundamentally broken found with either option, though
options diverged over personal preference.

With that in mind, in the latest UI module meeting it was agreed to use
the original proposal then.

This final call was proposed by Dalai Felinto on his role of
commissioner (stakeholder) for the snap polishing tasks (#73993) and
designer for the related Snap Base design #66484.

———

This commit reverts commit 9c2e768f5b.

The reverted icons (referred originally as minimalistic icons) may be
proposed later as a separate theme option.
2023-09-27 16:59:16 -03:00
Iliya Katueshenock
462010c61a Fix #112439: Don't allow hiding sockets of Reroute node
Reroute node consists only of a socket, it has no body.
Don't allow hiding sockets of reroutes anymore, since it could make the
node invisible or prevent links from being connected to it.

The versioning ensures that the sockets on reroute nodes are not hidden.

Pull Request: https://projects.blender.org/blender/blender/pulls/112965
2023-09-27 18:42:46 +02:00
Julian Eisel
04d22d73f3 UI: Hide asset shelf by default
Only the pose library enables the asset shelf by default, but Blender
doesn't come with pose assets, they have to be created by the user. So
when entering pose mode with factory settings, the asset shelf will
currently be just a big empty bar. Plus, pose mode is used for posing
without pose assets quite a lot. So hide the asset shelf by default. The
pose library already shows a toggle to hide/unhide it where the previous
pose library UI was for discoverability.
2023-09-27 11:54:45 +02:00
Julian Eisel
1da08a5556 Asset shelf: Add asset library selector
Adds a menu to choose the asset library to use to the asset shelf
catalogs selector popover. This is consistent with the asset browser.
After talking to animators and some artists, this is likely something
they would want to have, since they don't always want all their assets
and catalogs to populate the asset shelf. It's also necessary for the
pose library UI to provide the same features roughly than the old one
(in the sidebar, before the asset shelf was introduced).
2023-09-27 11:31:21 +02:00
Richard Antalik
86a0d0015a VSE: Improve retiming UI
Currently retiming is quite awkward, when you need to retime multiple
strips strips in sync. It is possible to use meta strips, but this is
still not great. This is resolved by implementing selection.

General changes:
Gizmos are removed, since they are designed to operate only on active
strip and don't support selection.
Transform operator code is implemented for retiming data, which allows
more sophisticated manipulation.
Instead of drawing marker-like symbols, keyframes are drawn to
represent retiming data. Retiming handles are now called keys. To have
consistent names, DNA structures have been renamed.
Retiming data is drawn on strip as overlay.

UI changes:
Retiming tool is removed. To edit retiming data, press Ctrl + R, select
a key and move it. When retiming is edited, retiming menu and
context menu shows more relevant features, like making transitions.
Strip and retiming key selection can not be combined. It is possible to
use box select operator to select keys, if any key is selected.
Otherwise strips are selected.
Adding retiming keys is possible with I shortcut or from menu.
Retiming keys are always drawn at strip left and right boundary. These
keys do not really exist until they are selected. This is to simplify
retiming of strips that are resized. These keys are called "fake keys"
in code.

API changes:
Functions, properties and types related to retiming handles are renamed
to retiming keys:
retiming_handle_add() -> retiming_key_add()
retiming_handle_move() -> retiming_key_move()
retiming_handle_remove() -> retiming_key_remove()
retiming_handles -> retiming_keys
RetimingHandle -> RetimingKey

Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`.

Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
Clément Foucault
f966205022 EEVEE-Next: Add tracing options for diffuse rays
Also fixes diffuse surface always tracing
even when tracing is off.
2023-09-26 23:46:08 +02:00
Clément Foucault
3a4fc2c94e EEVEE-Next: Shadow Map Tracing Initial Implementation
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.

Pull Request: https://projects.blender.org/blender/blender/pulls/111809
2023-09-26 23:42:40 +02:00
Hans Goudey
2e6b81f151 Cleanup: Make format 2023-09-26 17:05:36 -04:00
Hans Goudey
af3461c387 Geometry Nodes: Require modifier tag for add menu, show non-assets
Any geometry node group with the "Is Modifier" tag is exposed in the add
modifier menu. Local node groups that aren't assets are displayed in a
subsection of the "Unassigned" menu, as they are "asset wannabees"
that function similarly but aren't shared to other files.

Only modifier node groups can be assigned to the geometry nodes
modifier. Because of this, existing node groups are versioned to have
the tag if they have a geometry output.

Internally, this means the operator that used to only handle node group
assets has to also add local geometry node groups. That change isn't
so large though. The other changes are just UI, or changes to the
node group property poll functions.

Note: For assets, saving the file to generate asset meta-data may be
necessary for the versioning to affect the add modifier menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/112918
2023-09-26 21:53:20 +02:00
Jacques Lucke
ad169ba67a Geometry Nodes: support baking individual simulations
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.

Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.

The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.

Pull Request: https://projects.blender.org/blender/blender/pulls/112723
2023-09-26 20:30:46 +02:00
Sybren A. Stüvel
c524fbe623 Anim: Improve readability of channel colors in channel list
Draw anim channel colors as a little rectangle in the channel list,
instead of taking over the entire channel name background. This keeps
the channel names readable, regardless of the channel colors.

Channel colors are typically set via the bone colors, and since those
are chosen for visual contrast in the 3D Viewport, they aren't
guaranteed to also be a suitable background color for the channel list.
Because of this, it's no longer used as such.

The channel 'data' background (i.e. the keyframe area) is now drawn with
a consistent color, and much more subtle.

This also enables the 'Channel Group Colors' setting in the preferences
by default, as it is now way less obnoxious and invasive.

Design task: https://projects.blender.org/blender/blender/issues/69059
Reviewed-On: https://projects.blender.org/blender/blender/pulls/112861
2023-09-26 17:06:35 +02:00
Julian Eisel
ca2a8be15f Assets: Rename "Import Type" to "Import Method" in code/BPY
It was already called that way in the UI, since it's referring to a
behavior, not a type. Update the code to match that. Note that this is
a BPY compatibility breaking change for 4.0.
2023-09-26 16:48:47 +02:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Brecht Van Lommel
3d38b51435 Shaders: add "Weight" to Transmission/Subsurface/Coat/Sheen socket names
Ref #99447
Ref #112848
2023-09-25 19:51:27 +02:00
Brecht Van Lommel
1d265eed5d Shaders: rename Specular to Specular IOR Level in Principled BSDF
To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
2023-09-25 19:51:22 +02:00
Brecht Van Lommel
3e3bdc9b89 Shader: rename subsurface scattering methods and change default
Clarify that one was specifically designed for skin shading.

Ref #99447
Ref #112848
2023-09-25 19:50:50 +02:00
Brecht Van Lommel
334027063e Shader: use single Principled BSDF input for metallic and specular tint
To match Standard Surface and OpenPBR.

Ref #99447
Ref #112848
2023-09-25 19:50:44 +02:00