Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:
- Bone collections are stored on the armature, and have a name that is
unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
collections.
- When a bone is in at least one collection, and all its collections in
are hidden, the bone is hidden. In other cases (in any visible
collection, or in no collection at all), the bone visibility is
determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
like bone groups were. Nestability of bone collections is intended to
be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
from both pose mode and edit mode.
Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.
Shortcuts:
- M/Shift+M in pose/edit mode: move to collection (M) and add to
collection (shift+M). This works similar to the M/Shift+M menus for
objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
is likely to be removed in the near future, as the functionality
overlaps with the M/Shift+M menus.
This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:
- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
`ob.pose.bones['bone_name'].color`).
When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.
Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.
The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.
This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Caused by d5c7608b39
view_layer is passed in outliner_add_element to fix the view layer
expansion (c2fdbcca3c). This result in crash after the recent refactor.
Use new struct to fix the crash and to maintain the fix of view
layer expansion.
Pull Request: https://projects.blender.org/blender/blender/pulls/111646
4.0 files now include asset shelf regions in 3D views. This region type is not
known to older Blender versions. So far, in such cases we would just change
the region type to be the first known region type and keep the region storage
otherwise. This was arbitrary, and in fact unsafe: the reused settings may
violate invariants/assumptions for a region type and worse, the
`ARegion.regiondata` can only be interpreted and correctly written to files
if the region type is known.
Make sure all invalid regions (regions where the type cannot be restored) are
removed on file read.
Committed to 3.6 release branch as e2d4403497.
Pull Request: https://projects.blender.org/blender/blender/pulls/111483
Although I don't like the idea of using owning raw pointers in new APIs
like this (violates fundamental C++ good practises), this type is mostly
meant for writing to files via DNA. So we have to use Blender's memory
management via the guarded allocator here.
Considered making this an alternative function, but then we'd have to
duplicate logif or duplicate memory or so. Not worth it to me.
This affected sculpt, vertex- and weightpaint.
So attempting to (temporarily) switching to the smooth/blur tools from
another tool using the "Shift" shortcut can fail if the corresponding
smooth/blur brush is not found/missing [which was the case in the report
because the brush was deleted].
In this case, brushes dont really get switched, but blender would still
try to cache the size (because the smooth/blur brush temporarily uses
the same size as the previous brush) of the smooth brush in
`StrokeCache` (see `smooth_brush_toggle_on`). Then in
`smooth_brush_toggle_off` it was assumed brushes were actually switched
and the (non-existing) size of the (missing) smooth brush was applied to
the **actual** brush.
Now restructure code a bit so in the case of a missing brush we can
early out (without affecting the **actual** brush then).
Pull Request: https://projects.blender.org/blender/blender/pulls/111516
Registering a node with a `bl_idname` same as a built-in node will lead
to crash because `rna_Node_unregister` does not check `nt->rna_ext.data`
to see whether it's not null (which indicates whether this node is
registered with python or not). Now fixed.
Pull Request: https://projects.blender.org/blender/blender/pulls/111615
- Copy positions with a single copy for the entire array
- Use a utility function to copy face sizes
- Use simple copy for corner vertex indices instead of face iteration
Fill face offsets in one multithreaded loop with an offset indices
utility function instead of keeping track of the index and setting
the offset for each face.
Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.
Pull Request: https://projects.blender.org/blender/blender/pulls/111589
Change the algorithm to make better use of multiple CPU cores. First
offsets are created by counting the number of elements using each
vertex. Those offsets are used during the next phase that adds indices
to each group in parallel. Atomic increments are used to add elements
to each group. Since the order in each group is non-deterministic,
they are sorted in parallel afterwards.
The performance improvement depends on the number of cores, CPU caches,
memory bandwidth, single threaded performance, and mesh topology. In
our tests, performance improved by 3-4.5x for large grid-like meshes.
See [1] for investigation of this algorithm and potential alternatives.
1. https://hackmd.io/@s0TMIS4lTAGwHVO20ECwpw/build_edge_to_loop_map_tests.
Pull Request: https://projects.blender.org/blender/blender/pulls/110707
The count of faces destroyed could be wrong when more than one groups
of vertices on the same face resulted in the face collapsing.
The solution is to break the loop on the first collapsed face
detection.
Caused by 6ec842c43c.
These checks (shape keys and ID names) cost less than 1ms in Pets
production files, so think they are OK to run systematically.
The library consistency one is way more expensive (~200ms), so keeping
it behind the G_DEBUG_IO debug option for now.
Adds a userpref toggle for the edit mode overlays fresnel.
The edit mode fresnel is only a bit useful in edge cases, like
very dense photogrametry, and the problem is that it causes
more eye strain when modeling for many hours. And it's
benefit on shape readability is small compared to it's negative
impact on selection visibility. It makes the selection color to a
darker less saturated color instead of the theme color, which
leads to worse contrast between the selection and the mesh
or with the background, and also makes the unselected (black)
brighter, also reducing contrast. So it's off by default.
This was split up from https://projects.blender.org/blender/blender/pulls/110097
Pull Request: https://projects.blender.org/blender/blender/pulls/111494
NOTE: This code remains only executed in 'unlikely' case `G_DEBUG_IO` is
enabled. Think this should be systematically done, even though it can
have a non-neglectable cost... Will submit design task first though.
While in a way one could argue calling code could check for such case,
in practice it is way handier for the search code itself to just return
'not found' value in such case, rather than crash!
Add a call to `BKE_main_namemap_validate_and_fix` in the 'general
sanity validation' `after_liblink_merged_bmain_process` function.
This will detect, fix and report invalid ID naming issues (case found in
an early Gold production file).
Enables three options of wireframe color for all shading modes: theme color, object color
and random color. Previously this was exclusive to the wireframe shading mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/111502
Previously `SEQ_modifier_list_copy` in append mode does not ensure
unique strip name, which will result in duplicated names in target
modifier list, then `strip_modifier_remove(name="something")` can remove
the wrong one later on. Now fixed using `BLI_uniquename`.
Pull Request: https://projects.blender.org/blender/blender/pulls/111602
* Using standard NDF and Smith shadowing-masking terms. The previous
`xxxx_opti()` functions were faster to evaluate, but confusing and
error-prone.
* After correcting the BRDF pdf, the prefiltered environment LOD bias
needs to be adjusted to avoid overblurred reflections.
* Corrected the half-vector computation in BTDF evaluation, added check
for invalid configuration due to total internal reflection or `eta == 1`.
* Use `saturate()` instead of `max()` when no division is needed because
the former is faster.
* Indirectly fixes EEVEE-Next refraction denoising.
Pull Request: https://projects.blender.org/blender/blender/pulls/111591
Setting the FPS to 120 caused the FPS to flicker erratically between
130 & 140 FPS.
This also impacted lower frame-rates with 23.98 playing back at 24.03
FPS on my system, 30 FPS played back at 30.13 FPS.
This problem was hidden by the FPS display rounding to an integer.
Regression in 2.5x series (worked in 2.49).
Resolve by clamping the sleep time in the main event loop so the 5ms
sleep doesn't result in sleeping when timers are scheduled to run.
There is still some visible FPS jitter that can be solved by using a
higher resolution sleep interval but that's out of scope for this fix.