Commit Graph

1871 Commits

Author SHA1 Message Date
Sybren A. Stüvel
6bf8685628 Anim: drop versioning code for pre-2.50 animation
Drop all support for animation data from Blender versions 2.49 and
older.

- The `IPO` DNA struct is deleted, as is the `IDType_ID_IP` type
  definition.
- Versioning code has been removed in its entirety.
- Loading a pre-2.50 blend file will issue a warning, stating that any
  animation data that was there is now lost, and that the file should
  be loaded & re-saved with Blender 4.5 to properly port the data.

Note that versioning of Action assignments (as in, picking a slot)
still uses the tagging + updating all tagged assignments as a
post-processing step. This is necessary because picking the right slot
is only possible after all Actions (also those from libraries) have
been versioned. We might be able to address this as well, by upgrading
legacy → slotted Actions "on the fly" versioning these Action
assignments. If we do that, I think that would be better in a separate
PR though, as it could introduce issues by itself.

Ref: #134219
Pull Request: https://projects.blender.org/blender/blender/pulls/145188
2025-09-08 14:09:21 +02:00
Damien Picard
f2b61b0874 UI: Fix and improve a few messages
- "grease pencil" -> "Grease Pencil": title case.
- "Display type" -> "Display Type": title case for property name.
- "Bezier" -> "Bézier": proper noun.
- "Mem:%dM, Peak %dM" -> "Mem:%dM, Peak: %dM": missing colon.
- "cannot save image while rendering" -> "Cannot": Sentence case.
- "Linked data cannot text-space transform" -> "Cannot create
  transform on linked data": rephrase strange sentence.
- "Unsupported object type for text-space transform" -> "... for
  texture space transform": unnecessary abbreviation.
- "Cannot write to asset %s:  %s": remove double space.
- "Failed to set tmpact" -> "temporary action": unclear abbreviation.
- "luminance at which the midetones of the image" -> "midtones: typo.
- "Line angle where the image should be split." -> trailing full stop.
- "... instances all the children in the collection" -> "... instances
  of all the children...": missing "of".
- "Curves to generated rounded corners on" -> "generate": typo.
- "Instances that converted to a point per instance" -> "Instances to
  convert to points": rephrase unclear sentence.
- "Great Pencil to set the depth order of" -> "Grease Pencil": typo.
- "Description to set the smoothness of" -> "Geometry to set the
  smoothness of": typo.
- "A cannot use current file as library" -> "cannot use...": typo.

Pull Request: https://projects.blender.org/blender/blender/pulls/145840
2025-09-07 00:26:31 +02:00
Harley Acheson
91997ea89f UI: Save Temp Window Sizes & Positions
Allow temporary windows (like File Browser, Preferences, Render,
Drivers, Info) to open at their last positions and sizes.

Pull Request: https://projects.blender.org/blender/blender/pulls/104727
2025-09-05 00:05:50 +02:00
Brecht Van Lommel
9d7330a223 Refactor: Color Management: Pass ImageFormatData to movie writing
Like image saving, this may be modified from the scene ImageFormatData
to contain the effective color management settings taking into account
overrides.

For upcoming changes, we will need to know the image buffer colorspace when
starting to write the video instead of only on the first frame.

Pull Request: https://projects.blender.org/blender/blender/pulls/145373
2025-09-03 16:32:01 +02:00
Lars-Helge-Scheel
4387255868 Fix #145375: Crash in Viewport Render Animation
Initialize pointer earlier in case the thread starts very quickly and
accesses it.

Introduced in 627114ee54

Pull Request: https://projects.blender.org/blender/blender/pulls/145376
2025-08-29 13:56:37 +02:00
Brecht Van Lommel
5d72498154 Color Management: Improve gamma 2.2 vs piecewise sRGB handling for HDR
See the code comments for detailed explanation. But overall we use particular
combinations of sRGB and gamma 2.2 encode/decode to match SDR applications
while still ensuring HDR values are passed on linearly.

This means the user interface and SDR content will display different in
Windows HDR mode off and on, but that is consistent with other applications.

Split use_hdr variable into use_hdr_buffer about the graphics buffer,
and use_hdr_display about the chosen display in Blender.

Ref #145022

Pull Request: https://projects.blender.org/blender/blender/pulls/145025
2025-08-28 11:35:10 +02:00
Falk David
1122a05cb6 VSE: Scene Selector & Scene Time Synchronization
Implements the proposed design (with some modifications) in #135058.

## Sequencer Scene

This adds a new property called `sequencer_scene` to workspaces. This scene is used
by the video sequence editors in the current workspace for their context.
This is a first step towards "detaching" the VSE from the active scene in the window.

Each sequencer timeline editor shows the sequencer scene that is being used.
By default, when no sequencer scene is selected, the timeline and preview are empty.

Pressing the "new" button will add a new scene and assign it to the sequencer
scene for the current workspace.

## Contextual Playback

Pressing `Space` (by default) for starting the animation playback is now contextual:
depending on the context (where your mouse cursor is), the scene that is played back
might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play"
in the 3D Viewport will play the _active scene_ of the window, while pressing "play"
in the sequencer will play the _sequencer scene_.

## Time & Scene Synchronization

Additionally, this adds a toggle called "Sync Active Scene".
With the property turned on, the active scene & scene time in the window will be
synced with the time & scene of the current scene strip in the sequencer.

Note that this is _not_ bi-directional. The sequencer can change the active scene
and map time, but it's not possible the other way around since it one can have
multiple strips using the same scene (+camera, and even time!).

Currently this setting is exposed in the footer of the sequencer timeline as well
as in the workspace settings.

This allows for one of the core concepts that the story tools projects aims at: Working
in a scene (e.g. in the 3D viewport) while also working with the edit
(in the sequencer timeline).

## Some technical notes

* Undoing while playback is running will now cancel playback. This is to avoid the timer,
   that points to the scene and viewlayer that are playing, to get de-synced after loading
   the memfile undo step.
* When the sequencer scene is not the same as the active scene, we ensure it has
   a depsgraph.
* Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped
   if that scene doesn't match the active one in the window. We now also check that it
   doesn't match the sequencer scene in the active workspace.
* When loading older files, we need to make sure that the active workspace in a window
   uses the active scene as the sequencer scene. This is to make sure that the file opens with
   the same sequences open.
* Tool settings are stored per scene. To make sure the sequencer uses the tool settings for
   the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members
   are overridden in the sequence editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
Campbell Barton
dae9bed968 Refactor: move the evaluated font size into EditFont
Avoids manipulating the Curve when evaluating fonts.
2025-08-25 06:20:10 +00:00
Campbell Barton
88129ffa6b Cleanup: pass a curve to BKE_vfont_select_* instead of an object
Let callers use a curve without depending on the object.
2025-08-25 06:20:08 +00:00
Brecht Van Lommel
235fdc6356 Color Management: Fix wrong use of display color space
* PROP_COLOR_GAMMA is sRGB, not display space
* Hex colors are always sRGB
* Image byte buffers are in byte_buffer.colorspace

Fixes for sequencer text, image painting, render stamp and tooltips.
The default display space is sRGB, so this change will not be noticed
in most files.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/144565
2025-08-21 15:24:40 +02:00
Brecht Van Lommel
92b555452b Refactor: Logging: Replace more printf with CLOG
Mainly for images, and a few individual cases in animation, ply, UI, and WM.

Pull Request: https://projects.blender.org/blender/blender/pulls/143447
2025-08-11 14:07:45 +02:00
Damien Picard
5998795aa6 UI: Replace contractions with long-form text
Avoid using contractions for can't, aren't, doesn't, and shouldn't.
Following the writing style guide in the Human Interface Guidelines.

Pull Request: https://projects.blender.org/blender/blender/pulls/143852
2025-08-05 11:16:22 +02:00
Philipp Oeser
8678766c5a Fix #143648: Cannot add collection instances to light linking
Since c6c127bfd3, objects for which `OB_TYPE_IS_GEOMETRY` fails (e.g.
Empties) were skipped.
However, empties instancing collections works well with light linking if
they contain geometry so we should be supporting these.

In order to do this use an existing function from preview rendering
(`collection_preview_contains_geometry_recursive`), move that to BKE and
use that from light linking operators.

Pull Request: https://projects.blender.org/blender/blender/pulls/143776
2025-08-01 15:43:00 +02:00
Damien Picard
f6771d8e21 UI: Improve running jobs labels
Use the form "Processing something..." (gerund, sentence case,
ellipsis) for running jobs progress label, according to Blender's
Human Interface Guidelines.

Pull Request: https://projects.blender.org/blender/blender/pulls/141573
2025-07-31 16:32:41 +02:00
Campbell Barton
d13540fe7d Cleanup: rename locked interface setting functions
Follow the convention of using terms such as get/set as a suffix.
2025-07-30 13:01:43 +10:00
Habib Gahbiche
445eceb02a Nodes: Remove "Use Nodes" in Shader Editor for World
Part of https://projects.blender.org/blender/blender/pulls/141278

Blend files compatibility:
If a World exists and "Use Nodes" is disabled, we add new nodes to the
existing node tree (or create one if it doesn't) that emulates the
behavior of a world without a node tree. This ensures backward and
forward compatibility.

Python API compatibility:
- `world.use_nodes` was removed from Python API => **Breaking change**
- `world.color` is still being used by Workbench, so it stays there,
although it has no effect anymore when using Cycles or EEVEE.

Python API changes:
Creating a World using `bpy.data.worlds.new()` now creates a World with
 an empty (embedded) node tree. This was necessary to enable Python
scripts to add nodes without having to create a node tree (which is
currently not possible, because World node trees are embedded).

Pull Request: https://projects.blender.org/blender/blender/pulls/142342
2025-07-28 14:06:08 +02:00
Campbell Barton
e8f9e2d1d1 Cleanup: use UTF8 string functions in editors & related logic
Use UTF8 aware functions unless raw bytes are expected.
2025-07-27 16:41:19 +10:00
Campbell Barton
649b89781e Cleanup: ensure UTF8 string copy for DNA & screen data
Use `BLI_strncpy_utf8` & `BLI_snprintf_utf8` for fixed size buffers in
DNA and screen data structures such as panels, menus & operators.

This could be considered a fix as copying a UTF8 string into a smaller
buffer without proper truncation can create an invalid UTF8 sequence.
However identifying which of these users are likely to run into would
be time consuming and not especially useful.
2025-07-26 12:33:15 +00:00
Clément Foucault
32d64d35bb Refactor: GPU: Texture: Replace eGPUTextureFormat by TextureFormat
This offers better semantic and safety of the API.

Part of #130632

Pull Request: https://projects.blender.org/blender/blender/pulls/142818
2025-07-22 14:58:54 +02:00
Campbell Barton
c7ac5240d8 Core: use UTF8 string formatting for BKE_image (missed last commit) 2025-07-22 16:50:59 +10:00
Falk David
99f3beb63f Refactor: VSE: Use new scene context function
This PR switches out the internal scene context function
used from the sequencer. This is done in preparation for
#140271.

Using a separate context function allows us to keep the
existing `context.scene` to refer to the active scene
and use a separate context member to refer to the
sequencer scene in the workspace (which is added in #140271).

Previous attempts simply overrode the `context.scene`
to refer to a different scene than the active one in the window.
This has two issues:
1) Any operator that wants to use the active scene in the window
  can't do it in the context of the sequencer. This is a problem for
  example for poll functions of operators that don't have anything to
  do with the sequencer.
2) For better or for worse, Blender expects the `context.scene` to
  always exist. For the sequencer, we'd like to possibly have no
  sequence selected.

Using a different context member for the sequencer has some
advantages:
1) Although we have to change quite a few places, it's limited to the
  sequencer. We don't have to change other parts of Blender to make
  things work.
2) It allows us to prepare for the future when we might want to
 separate the VSE from the scene. This is a step in that direction.
 Having a different context function makes it easy to find the places
 that would need to be refactored.

Pull Request: https://projects.blender.org/blender/blender/pulls/141271
2025-07-18 16:17:47 +02:00
Guillermo Venegas
9c98ea1a18 Refactor: UI: Make button type params typed enums
This converts `eButType` and `eButPointerType` as typed enums.

This improves a bit `uiDefBut` self-documentation by taking an
struct with `ButType` and `ButPointerType` types, instead of
using a single `int` to write both enum types and bit index.

Almost all other `uiDefBut*` functions take just a `ButType`
parameter now.

`uiDefButI` for example is equivalent to:
`uiDefBut({ButType(type), ButPointerType::Int},...);`

Pull Request: https://projects.blender.org/blender/blender/pulls/142132
2025-07-18 13:12:16 +02:00
Jacques Lucke
00c81f5113 Merge branch 'blender-v4.5-release' 2025-07-14 16:30:38 +02:00
YimingWu
4096309753 Fix #141819: Interface Use a flag for WM_set_locked_interface
Different operations may need to lock different part of the interface,
e.g. for rendering, the image editor may still need refreshing while the
interface is locked, but when baking data into a scene, the image editor
needs to be locked because it is not thread safe to get data from a
partially evaluated depsgraph.

This is a better fix on top of 7c8b8b2457
that addresses the root cause with more flexibility for future
operations that requires different interface locking strategy as
well.

Pull Request: https://projects.blender.org/blender/blender/pulls/141866
2025-07-14 16:17:46 +02:00
Richard Antalik
61b6af6096 Fix #141190: Strip cache not invalidated when keyframe is added
Add case for action ID to VSE depsgraph update callback. Cache is only
cleared, when action changed is owned by scene, since VSE animation
lives there.

Also fixes: #119998, #109579, #98432, #90041, #94542, #82861

Pull Request: https://projects.blender.org/blender/blender/pulls/141647
2025-07-11 07:00:10 +02:00
Brecht Van Lommel
69862114a6 Fix: Preview render memory leak with new system ID properties
Could be reproduced by going to material properties and changing the
Principled BSDF base color.

Pull Request: https://projects.blender.org/blender/blender/pulls/141679
2025-07-10 15:31:36 +02:00
Brecht Van Lommel
15d5f957ac Logging: Use CLOG for render progress
* Add render category, which is automatically enabled when using -f or -a
  command line flags for background rendering.
* Add extra logs to mention scene, view layer and frame ahead of time rather
  than including it in every line.
* Remaining time was removed from Cycles, this will be added back for animations
  at the render pipeline level.

Pull Request: https://projects.blender.org/blender/blender/pulls/140244
2025-07-09 20:59:26 +02:00
Miguel Pozo
f46aa9a1ea Core: Add BLI_thread_queue priority and cancel support
Add functionality required for using BLI_thread_queue for shader compilation, as
discussed in #140214.

Pull Request: https://projects.blender.org/blender/blender/pulls/140992
2025-07-09 18:04:51 +02:00
Pratik Borhade
4b4c9c8ed1 Cleanup: Remove extra if block from poll function
Missed during review !141283

Pull Request: https://projects.blender.org/blender/blender/pulls/141599
2025-07-08 10:39:52 +02:00
Bastien Montagne
a345b83f1a Merge branch 'blender-v4.5-release' 2025-07-07 15:53:53 +02:00
Damien Picard
14957fe2ac I18n: Translate Window manager job names
Job names displayed in the status bar were not extracted or
translated. This commit adds a regex to the bl_i18n_utils settings to
detect `WM_jobs_get()`, and the `RPT_` translation macro to translate
the message in the UI.

About 30 new messages are translated.

Reported by Ye Gui in #43295.
2025-07-07 12:02:25 +02:00
Eitan Traurig
be72a484e5 UI: Disable Copy and Remove Materials when slots are empty
Grey out this operator when material list is empty

Pull Request: https://projects.blender.org/blender/blender/pulls/141283
2025-07-04 04:55:05 +02:00
Pratik Borhade
e1fbddcab6 UI: Disable remove material unused slots in edit mode
Similar to !139660
noticed this during review of !141003

Pull Request: https://projects.blender.org/blender/blender/pulls/141006
2025-06-30 12:04:12 +02:00
Eitan Traurig
0571b66566 Fix: Remove All Materials operator is not greyed out when list is empty
Disable the operator when there are no materials in the list to delete

Co-authored-by: Pratik Borhade <pratikborhade302@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/141003
2025-06-28 12:57:14 +02:00
Falk David
ba3eaf3a84 Assets: Add scene assets
This adds support for scene assets.

* Scenes can be marked like any other ID as assets (e.g. by right-clicking on a scene ID selector).
* Scenes will generate previews by rendering the view from the active camera in solid view.
   Note that this requires the scene to have an active camera.
* When dragging a scene asset onto anywhere in a window (except the asset browser itself),
   it will import the asset (or use the local ID) and set the scene as the active one in the window.

Pull Request: https://projects.blender.org/blender/blender/pulls/141081
2025-06-27 16:44:33 +02:00
Nathan Vegdahl
56d8c11304 Core: Add more variables for path templates
This PR adds several more built-in variables for path templates:

- `scene_name`: name of the current scene.
- `camera_name`: name of the current camera.
- `node_name`: only for paths owned by a node; the name of the node.
- `blend_name_lib`: name of the blend file of the ID the path property
  is on, sans file extension.
- `blend_dir`: path up to (but not including) the currently open blend
  file.
- `blend_dir_lib`: path up to (but not including) the blend file of the
  ID the path property is on.

Additionally, adding support for `node_name` required re-thinking the
"path template type" system a bit:

Previously, the the `PropertyPathTemplateType` of a property completely
dictated what variables were made available to it. However, if we stuck
with that system then we would need to split
`PROP_VARIABLES_RENDER_OUTPUT` into two enum items: one for "normal"
render output paths like the one that lives on the `Scene`, and one for
"node" render output paths like the ones on the File Output node.

Instead of doing that, this PR makes `PropertyPathTemplateType` only
responsible for dictating the "purpose-specific" variables. In this
case, render-specific variables like fps, resolution, etc. Then the
availability of variables like `node_name` are instead based on what
owns the path (a node or not, in this case). There are also general
variables, like `blend_name`, that are now available to all path
templates.

(Part of #133001)

Pull Request: https://projects.blender.org/blender/blender/pulls/139438
2025-06-27 11:07:04 +02:00
Clément Foucault
872c8fb189 Fix #77909: Viewport Render Image clamps output
The issue was that this operator is using the same
path as the viewport display. So the colors are
clamped if the display is not HDR.
This fix is easy now that we have an HDR path for
the viewport display. We just enforce using it
when doing the viewport render preview.
2025-06-25 11:28:50 +02:00
Habib Gahbiche
d88d4cc8ce Compositor: remove "Use Nodes"
Part of simplifying the compositor workflow:
https://projects.blender.org/blender/blender/issues/134214

The option "Use Nodes" is removed from the UI and marked deprecated.
It will get fully removed in 6.0.

"Use Nodes" is effectively replaced by the existing "Compositing"
option in the post-processing panel

Pull Request: https://projects.blender.org/blender/blender/pulls/138560
2025-06-18 18:39:02 +02:00
Hans Goudey
06a37729a2 Cleanup: Resolve unused variable warning
Caused by bdbc2a9fd9
2025-06-17 11:15:16 -04:00
Ethan Mulwee
bdbc2a9fd9 UI: Properly disable the Remove Material Slot Button in edit mode
Currently the remove material slot button still appears to be
active while in edit mode. Attempting to use the button will
result in an error "Unable to remove material slot in edit mode."

Solution is to edit poll function to disable/gray out the remove
material slot button while in edit mode similar to other buttons

In the code a check was added for edit mode for the operator
execution as a fix for bug #21822. However this check was never added
to the polling function. This commit adds that check.

Pull Request: https://projects.blender.org/blender/blender/pulls/139660
2025-06-17 16:26:42 +02:00
Nathan Vegdahl
9b1f4dc483 Merge branch 'blender-v4.5-release' 2025-06-16 17:33:09 +02:00
Nathan Vegdahl
33b712f909 Core: Always use current open file for blend_name variable
Previously `blend_name` was using the same path to get its file name
as `//` used. However, the choice of path for `//` seems to be
bespokely chosen at each call site.  There may be a logic to it, but
if so it's not immediately clear what it is.

This PR changes `blend_name` to instead always use the currently open
("global") file path, making it well-defined and predictable for
users.

This also prepares better for PR #139438 for 5.0, which adds
`blend_name_lib`, which always uses the blend file that the ID owning
the path is linked from. Over-all this should be much more predictable
and controllable for users.

Pull Request: https://projects.blender.org/blender/blender/pulls/140474
2025-06-16 17:32:11 +02:00
Clément Foucault
4fe75da973 EEVEE: Remove all remaining reference of EEVEE next
This changes the engine identifier back to `BLENDER_EEVEE`.

We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).

This also rename a bunch of pannels that were using `next`
in their name.

This is a breaking change for Addons compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/140282
2025-06-13 12:36:14 +02:00
Campbell Barton
07121d44ae Cleanup: use braces (follow own style guide) 2025-06-11 09:05:26 +00:00
Habib Gahbiche
bd61e69be5 Compositor: make compositor node trees reusable
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.

Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.

This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.

Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/135223
2025-06-10 17:46:55 +02:00
Hans Goudey
4ccf435058 Brush: Remove legacy icon replaced by asset preview image
This icon was useful before the brush assets change. Nowadays
the workflow is different, and users have had time to use the
asset preview instead.

Resolves #121365.

Pull Request: https://projects.blender.org/blender/blender/pulls/139844
2025-06-04 18:16:30 +02:00
Campbell Barton
8fd17c4368 Fix edit-mode check when removing materials
Comparing the object with "edit_object" isn't correct as
multiple objects may be in edit-mode across multiple scenes.

Check the object for edit-mode data instead.
2025-06-04 16:25:17 +10:00
Nathan Vegdahl
5ff12bdc98 Core: Show all path template errors in the UI
The path templates feature implemented in #134860 highlights path
properties that have syntax errors in red and provides a list of those
errors in the path's tool tip. However, syntax errors are not the only
kind of error.

For example, if given the render output path `//render/{blend_nam}`,
with a typo in the variable `blend_name`, this error is not indicated
until actually trying to render. This is because the path is
*syntactically* correct, and the error is due to `blend_nam` not being
an available variable.

This PR resolves this: paths with path template support now indicate all
errors in the UI, not just syntax errors, with red highlights and a list
of errors in the tool tip.

The primary mechanisms for this are:
- A new function `BKE_build_template_variables_for_prop()`, which takes
an RNA pointer and produces an appropriate template variable map for the
given property, which can then be used to fully validate a path
property's value in the UI code.
- A new enum `PropertyPathTemplateType` has been added to `PropertyRNA`,
which determines what variables should be made available to a property
and how they should be build. This is used by
`BKE_build_template_variables_for_prop()`.

Additionally, the following changes have been made to help ensure that
`BKE_path_apply_template()` and `BKE_path_validate_template()` produce
identical errors:
- Both functions now call into a third static function `eval_template()`
  that does the actual work, optionally modifying the input path or not.
- Previously only `BKE_path_apply_template()` had unit tests, but now
  the unit tests have been reorganized to simultaneously test both
  `BKE_path_apply_template()` and `BKE_path_validate_template()`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138679
2025-06-02 11:40:05 +02:00
Richard Antalik
7169ee7850 VSE: Scene strip invalidation
Previously there was no mechanism to invalidate scene strip cache, when
changes were made to scene that the strip renders. Because of this, the
cache had to be cleared manually, even for other strips.

Strip invalidation is performed from function
`ED_render_id_flush_update`.
Recalc flags like selection or frame change are ignored as they are
unlikely to influence the rendered image.
When some ID is changed, all scene strips using
`DEGEditorUpdateContext::scene` will be invalidated.

Limitations:
- Because frame change is ignored, changes to physics caches would not
invalidate VSE strips
- Only active scene will be invalidated this way. So if an object is
linked to 2 scenes, inactive scene cache would be invalid
- If animated object is moved, and there is VSE preview to be updated
Scene re-rendering in VSE would cause object to snap to its evaluated
position. This is because scene frame is changed by VSE. Reported in
#139501.

To refresh VSE preview after cache is invalidated, relatively big chunk
of code was copied from `view3d_main_region_listener` to VSE preview
listener. Cases that would not result in visual changes like selection
were excluded.

Fixes #113137.

Pull Request: https://projects.blender.org/blender/blender/pulls/138231
2025-05-29 19:08:32 +02:00
Sean Kim
5de2d48921 Cleanup: Use C++ style casts for Brush type
In most cases this is a simple switch for `reinterpret_cast` or
`static_cast`, but for `BKE_paint_brush` and `BKE_paint_eraser_brush`
code is duplicated to avoid a `const_cast`.

Pull Request: https://projects.blender.org/blender/blender/pulls/139119
2025-05-28 21:37:12 +02:00