The existing utility cleared vertex group names and active attribute
names, which doesn't always make sense when the geometry is
replaced but the custom data layout remains mainly unchanged.
- "Lens" can be a transparent object used in cameras, or specifically
its property of focal length
- "Empty" can be an adjective meaning void, or an object type. The
latter is already disambiguated using `ID_ID`
- "New" and "Old" are adjectives that can have agreements in some
languages
- "Modified" is an adjective that can have agreement in some languages
- "Clipping" can be a property of a camera, or a behavior of the
mirror modifier
- "Value" in HSV nodes, see #105113
- "Area" in the Face Area geometry node, can mean a measurement or a
window type
- "New" is an adjective that can have agreement
- "Tab" can be a UI element or a whitespace character
- "Volume" can mean a measurement or an object type. The latter is
already disambiguated using `ID_ID`
These changes introduce the new `BLT_I18NCONTEXT_TIME` translation
context.
They also remove `BLT_I18NCONTEXT_VIRTUAL_REALITY`, which I added at
one point but then couldn't find which messages I wanted to fix with
it.
Ref #43295
Pull Request: #106718
This checkin will use OIIO to replace the image save/load code for BMP,
DDS, DPX, HDR, PNG, TGA, and TIFF.
This simplifies our build environment, reduces binary duplication,
removes large amounts of hard to maintain code, and fixes some bugs
along the way.
It should also help reduce rare differences between Blender and Cycles
which already uses OIIO for most situations. Or potentially makes them
easier to solve once discovered.
This is a continuation of the work for #101413
Pull Request: https://projects.blender.org/blender/blender/pulls/105785
Before 6c774feba2, the maximum number of UV maps was
enforced throughout Blender. Now it has to be enforced in the few places
that actually have the limit. In the future the limit of the subsurf
could be lifted, but that isn't done now to keep the crash fix simple.
Since the positions of the final mesh are modified rather than a
separate array after d20f992322, the final mesh has
to become the deformed mesh after the deform modifiers, rather
than the input mesh. The arrays can't be shared anymore, but that
performance loss will be solved by implicit sharing shortly.
The new poly offsets were needed to interpolate attribute to a different
domain, but they were cleared when the legacy MPoly array was built.
Instead just clear the offsets a bit later after the other conversions.
Makes it possible to select multiple custom script directories in Preferences >
File Paths, replacing the single Scripts path option. Each of these directories
supports the regular script directory layout with a startup file (or files?),
add-ons, modules and presets.
When installing an add-on, the script directory can be chosen.
NOTE: Deprecates the `bpy.types.PreferencesFilePaths.script_directory`
property, and replaces `bpy.utils.script_path_pref` with
`bpy.utils.script_paths_pref`.
Pull Request: https://projects.blender.org/blender/blender/pulls/104876
There is no point in checking if the allocation of this relatively
small array was successful. We only do that in very few places,
but here it just adds unnecessary complexity.
Autosave files are created from memfile undo, which
doesn't save legacy mesh data. This leads to a crash
on file load.
In addition the mesh code can now add CustomData
layers when saving files, which did not work if
the original domain had no layers. In that case
CustomData.layers is NULL and DNA has nothing to
key off of when loading the file later.
Pull Request: https://projects.blender.org/blender/blender/pulls/106648
The legacy conversion from MLoopUV to generic attributes used the
active and default layer names to copy the active/render status to the
new layers. But sometimes the names can change, and they weren't
updated in that case. Instead, store the active status with an index
into the names array (use an array instead of Vector for clarity).
Introduces *ARegionType.poll()* as a way to dynamically add/remove a region. The region is still there internally, but is not accessible to the user.
Previously editors would to this manually, by either removing/adding regions altogether, or hiding them, unsetting their alignment (so no AZones are added I assume) and removing their event handlers. Polling makes this much simpler.
We plan to use this in #102879.
This patch refactors multiple editors to use region polling:
- File Browser
- Sequencer
- Clip Editor
- Preferences
Notes:
- Previously, editors would lazy-create some of the regions. Versioning is added here to ensure they are always there. Could be a separate patch.
- Some editors reuse a region in different display modes, and so additional work needs to be done to reinit regions they become available or the mode changes. Typically `V2D_IS_INIT` is unset for that, which isn't great. Could be improved, but not a new issue.
Behavior change:
- When the Preferences are opened as a regular editor, the "execution" region in the preferences that displays the *Save Preferences* button would still be there, but empty with a scrollbar.
This patch makes it disappear entirely.
## Implementation
- Introduces `ARegionType.poll()`
- Before a window is drawn, all contained regions have their poll checked, and the result is stored in a flag (`RGN_FLAG_POLL_FAILED` - runtime-only flag).
- If the result of the poll changes, the area is re-initialized and event handlers are added/removed.
- UI code checks the flag as needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/105088
The "reverse map" of corners to faces and points to curves is the same
for meshes and curves now. Move it to the offset indices header to
reflect this.
This unification can go further in the future, but I'd rather wait
until the design is clearer for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/106570
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
This was only used in a single place, multires baking, where it's simple
to just retrieve the looptris from the temporary `Mesh` that we already
create to simplify accessing normals. This allows removing a bunch of
complexity from `DerivedMesh`, to help progress towards its complete
removal at some point in the future.
Also use `Span` more instead of raw pointers in multires baking,
and pass around the spans instead of the low-resolution DerivedMesh.
Caused by 16fbadde36. The first mistake was passing a pointer
to a poly to what was meant to be the pointer to the start of the array.
Use Span instead to avoid that confusion. The second was a logic error
in CCGDerivedMesh's lazy initialization of corner data. The data was
copied when the mesh is created so it wasn't initialized.
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.
The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.
The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.
This patch is loosely based on an older patch D14366 by Ethan Hall.
Pull Request: https://projects.blender.org/blender/blender/pulls/105642
The renderdoc integration used to be behind the `--debug-gpu`
command line option. When using `--debug-gpu` outside renderdoc
error messages where displayed that aren't relevant.
This PR adds a specific command line option for the renderdoc
integration. This option will also enable `--debug-gpu`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106541
This happens even though there is only one user.
The Outliner only implements this `Make Single User` for worlds
(`singleuser_world_fn`) and actions (`singleuser_action_fn`) [it is
questionable if the whole functionality could be removed really, but
this is for another report] and it uses `id_single_user` to do so --
this function does not check if we even have more than one user though,
so data gets duplicated resulting in duplicate worlds or actions even if
they only have one user and shouldnt be touched.
Now let `id_single_user` check usercount and only act if we have more
than one real users.
Pull Request: https://projects.blender.org/blender/blender/pulls/105991
When creating nodes by dragging a link, it can be convenient to
transfer values from input socket. For reference values, like images,
this may be necessary to avoid unnecessary data-block users. This
patch starts adding such a system. At this moment this only makes sense
for one node (Image Input), but this can be extended to work with other
reference types, different non-reference types and support auto-casting
(if a float is transferred to the Integer Input node).
See task: https://projects.blender.org/blender/blender/issues/102854
Original patch: https://archive.blender.org/developer/D16735
Pull Request: https://projects.blender.org/blender/blender/pulls/105972
Previously the only way to control the subtype was to remove the group
input or output and create it again. This commit adds a dropdown to
change an existing socket, for supported socket types.
Based on a patch by Angus Stanton: https://developer.blender.org/D15715
It was necessary to fix the UI code slightly; the layout's context
wasn't being used in calls to an operator's enum items callback.
Pull Request: https://projects.blender.org/blender/blender/pulls/105614
The potential optimization in the normal edit modifier when flipping
faces isn't worth the "API impurity" and complexity introduced by
adding poly normal editing as part of the API. This change simplifies
future changes to the ownership of poly normals with a shared cache,
which can prevent recomputing poly normals completely.
Vertex positions and faces aren't changed, so most caches shouldn't
need to be tagged. This removes unnecessary re-computation of bounds,
triangulation, loose edges, etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/106250
Allows NLA strips to horizontally translated over each other. If a strip is dropped when translating, it'll cause the strip to shuffle into place.
---
Abstracted large conditional branch in `recalcData_nla` into it's own `nlastrip_fix_overlapping` method for increased readability. No logical changes were made.
---
[Archived Phabricator Patch](https://archive.blender.org/developer/D10102)
Pull Request: https://projects.blender.org/blender/blender/pulls/105532