Commit Graph

113637 Commits

Author SHA1 Message Date
Campbell Barton
18da036ecc Fix crash deleting mask vertices
The active vertex was only cleared when it was part of the active-spline
(which isn't guaranteed).

Duplicating & deleting left the active vertex pointing to freed memory.
2024-10-04 11:46:34 +10:00
Campbell Barton
44bb032590 Fix ARRAY_HAS_ITEM macro on 64bit systems
An unsigned int was used for pointer offset calculation which could wrap
around, for large values or when pointer being checked is from a
different allocation.
2024-10-04 11:46:33 +10:00
Campbell Barton
0b8ce96bc1 Cleanup: quiet warnings, spelling 2024-10-04 11:45:26 +10:00
Jesse Yurkovich
80cf6b99c3 USD: Provide Import option for Material Purpose
USD has the concept of material "purposes" which allows different
materials to be associated for a prim and gives special meaning to them.
These are somewhat similar to display purposes, which we already allow
to be chosen, but are distinct concepts. This PR adds an option for
Import allowing the user to chose which material purpose to load.

Blender currently attempts to load purposes automatically. It starts
with "allPurpose" and then moves to "preview" and "full" in that order.
This behavior is now changed and the automated search is removed to
instead give the user control which purpose to load. Additionally, USD
already has its own fallback behavior during material resolution[1]:
- When given "full" it will first check "full" and fallback to
  "allPurpose" if not found. An additional, Blender-specific fallback
  to "preview" is also implemented here upon request.
- When given "preview" it will first check "preview" and fallback to
  "allPurpose" if not found
- When given "allPurpose", it will only check "allPurpose"

I have opt'd to keep this behavior directly as-is to not introduce
differences that may surprise those already familiar with USD elsewhere.

Additionally, I've set Blender's default import purpose to "full" to
ensure we're loading in the highest quality assets first. Though this
has the obvious risk that "full" assets tend to be quite heavy. We can
change to "preview" if this proves too problematic later.

This does not change how Blender exports materials. Blender always uses
the "allPurpose" binding when writing its USD files.

--------
[1] USD docs:
https://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#details
https://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#UsdShadeMaterialBindingAPI_MaterialResolution

Pull Request: https://projects.blender.org/blender/blender/pulls/128206
2024-10-03 20:16:27 +02:00
Julian Eisel
a4d9a38c70 UI: Increase size of previews in asset shelf popups
The asset previews were a little smaller than in comparable popups,
leading to a lot of truncation in the asset names. Increasing the size
mitigates this quite a bit, plus previews get more readable. 3355ca3813
increased the size of the popup so there's more space to put the now
bigger previews in.

Part of the brush assets followups:
ihttps://projects.blender.org/blender/blender/issues/116337
2024-10-03 19:49:36 +02:00
Julian Eisel
3355ca3813 UI: Increase width of asset shelf popup and clamp by window size
Increasing the width of the popup makes it show more assets on the
screen and reduces the need to scroll in bigger asset libraries. Plus,
in a follow-up commit the size of previews will be increased so that
there's more space to display the full name. Makes sense to increase the
popup size together with that, so a similar amount of assets can remain
visible still.

Increasing the size means it's more likely to overflow the window, so
this also makes sure the popup is clamped nicely by the window size.
2024-10-03 19:49:19 +02:00
Clément Foucault
f308e42d56 Fix: EEVEE: Volume Lightprobe: Division by zero if no object is visible
If no object with valid bounds can be found,
we simply abort the baking process.

This avoid a division by zero during the view planes
computation.
2024-10-03 19:31:04 +02:00
Julian Eisel
71dee64743 Sculpt/Paint: Asset shelf option to filter brushes by the active tool
Part of: https://projects.blender.org/blender/blender/issues/128066

Adds a "Filter by Active Tool" option for the brush asset shelves,
enabled by default. If enabled, the asset shelf only shows brushes
matching the brush type of the current tool. If the general "Brush" tool
is active, only brushes that are not covered by another tool are
displayed. The popup brush selector always shows all assets.

The option is stored in the Preferences, toggled in the "Display
Settings" popover of the asset shelf.

Note: This is committed to the 4.3 release branch, which was discussed
in advance.

Pull Request: https://projects.blender.org/blender/blender/pulls/128450
2024-10-03 18:56:40 +02:00
Falk David
3628433e6b GPv3: Python: Add API to move a frame
This adds a function `layer.frames.move(from_frame_number, to_frame_number)`.
The function will move any keyframe starting at `from_frame_number` to
`to_frame_number`. If there already is a frame at `to_frame_number`
the function will fail and return an error.

Pull Request: https://projects.blender.org/blender/blender/pulls/128544
2024-10-03 18:42:35 +02:00
Chris Clyne
5a27280916 EEVEE: Light & Shadow linking
This adds feature parity with Cycles regarding light and shadow liking.

Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.

For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
2024-10-03 18:41:06 +02:00
Miguel Pozo
3af44f9e76 EEVEE: Improve info messages at render time
Print shadow errors at render time.
Ensure all render errors are printed.
Add render error message in the UI.
Don't print the same error twice.

Pull Request: https://projects.blender.org/blender/blender/pulls/128548
2024-10-03 18:34:46 +02:00
Falk David
6b78894740 Fix: GPv3: Radial controls not working in some modes
The radial controls to set the brush size were not working in sculpt and
vertex paint mode.
This was because of a collision with the  `cyclical_set` operator in edit mode.
The issue was that the poll function for the edit mode keymaps also
passed in sculpt and vertex paint mode.

To solve this, add a keymap for these common selection operators and
separate them from the general edit mode keymap.

Pull Request: https://projects.blender.org/blender/blender/pulls/128542
2024-10-03 17:45:04 +02:00
Falk David
0872e898bc Fix: GPv3: Paint cursor rendering
Fixes to the paint cursor rendering:
* Fill tool no longer draws a huge cursor
* Tint tool now uses the right size
2024-10-03 16:32:08 +02:00
Omar Emara
3a070122ea Fix #126998: Fog Glow is corrupt for large images
The Fog Glow Glare node produces corrupt images for large inputs in GPU
mode. That's due to a typo where the number of channels was declared as
a float as opposed to an integer, causing rounding errors in indexing
statements.
2024-10-03 13:20:53 +03:00
Falk David
9c6488ca42 Fix: GPv3: Crash in evelope modifier
Caused by ba28469e45.
The `total_size()` function excludes the start offset now, which meant
that the `dst_curve_num` and `dst_point_num` were off.

The fix makes sure to include the src curves and points totals in the
destination if `keep_original` is true.

Pull Request: https://projects.blender.org/blender/blender/pulls/128523
2024-10-03 11:20:08 +02:00
Lukas Tönne
c986aa03b9 GPv3: Remove unused GPv2 keymap entries
This should free up references to GPv2 types and operators and should
in turn make their removal easier.

- Remove keymaps for GPv2 operators from `blender_default.py` and
  `industry_compatible_data.py`
- Remove keymap poll callback assignment from `gpencil_ops.cc`
- Remove keymap handler registration from `area.cc:ed_default_handlers`

Pull Request: https://projects.blender.org/blender/blender/pulls/128480
2024-10-03 11:18:31 +02:00
Jeroen Bakker
52dfb4aa8f Fix #124720: Metal: Crash when trying to allocate large 3d textures
The metal backend assumes that textures can always be allocated. When
metal later detects that the texture cannot be 'baked' it leads to
undesired behavior as Blender think it has a texture with memory
allocated.

This PR only changes the GPU_TEXTURE_3D case as that leads to issues
when loading large voluetric data. Arrayed textures will still fail
as that requires different checks to be added. I rather re-view the
current implementation in the future.

> NOTE: The max depth is hardcoded to 2048

Change should be backported to 4.2

Pull Request: https://projects.blender.org/blender/blender/pulls/128365
2024-10-03 10:11:23 +02:00
Jeroen Bakker
06a4198329 Fix #127274: Vulkan: Incorrect limits.
When using AMD pro-drivers the limits reported of the device can be
`UINT_MAX` but are stored in int fields. In this case the limits would
become negative and GPU materials validation failed resulting into errors.

This is fixed by clamping the value to `INT_MAX`.

Pull Request: https://projects.blender.org/blender/blender/pulls/128437
2024-10-03 10:10:32 +02:00
Sybren A. Stüvel
e282b9e5e7 Fix #128490: Crash opening a file with with slotted action enabled
The crash was caused by infinite recursion. When recursing into sub-strips
of an NLA strip, it helps to actually recurse with the pointer to that
sub-strip.

Pull Request: https://projects.blender.org/blender/blender/pulls/128492
2024-10-03 09:40:19 +02:00
Sybren A. Stüvel
e16e43dcde Anim: Make experimental.use_animation_baklava read-only when non-exp
Make the RNA property `prefs.experimental.use_animation_baklava` read-only
when Blender was built without experimental features.

This reverts parts of b46e2e6300, which
completely removed the flag. That was a bit over-zealous, as there is still
Python code that checks it. Now it always stays `False` on non-experimental
builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/128494
2024-10-03 09:39:10 +02:00
Campbell Barton
589da4acb5 Cleanup: keep end-of-function code comment last (#2) 2024-10-03 15:00:07 +10:00
Campbell Barton
a9b977d256 Cleanup: sort CMake file lists 2024-10-03 14:46:26 +10:00
Campbell Barton
459c7c7f82 Cleanup: sort DNA rename (documented as sorted) 2024-10-03 14:44:12 +10:00
Campbell Barton
f489611ff3 Cleanup: keep end-of-function code comment last 2024-10-03 14:42:36 +10:00
Campbell Barton
cb283c3cd9 Cleanup: suppress array-bounds warning with GCC 2024-10-03 13:25:15 +10:00
Campbell Barton
952e1d46d1 Cleanup: match declaration names, avoid shadowing & clear trailing space 2024-10-03 12:12:08 +10:00
Campbell Barton
4fa3dc0dd4 Cleanup: spelling in comments, use uppercase tags 2024-10-03 12:11:52 +10:00
John Kiril Swenson
d2a802d3c6 VSE: Remove timeline box select
Remove the box select tool from the timeline to simplify selection
logic, avoid confusion for users, and make maintaining the code
easier in the future. It also brings the selection system  closer
to other industry-standard NLEs.

It also fixes an issue caused by d2091b4b1.

More details in PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/128051
2024-10-03 00:37:00 +02:00
Pablo Vazquez
177e2ac837 Grease Pencil: Tool settings layout adjustments
Small adjustments to improve consistency in tool settings
between different tools.

Pull Request: https://projects.blender.org/blender/blender/pulls/128491
2024-10-03 00:28:50 +02:00
Sean Kim
4cefac0da3 Fix: Remove incorrect sculpt assert
Added in 4bc146f00a

Missed the valid case where one of the two spans could be empty.

Pull Request: https://projects.blender.org/blender/blender/pulls/128501
2024-10-02 22:50:35 +02:00
Jesse Yurkovich
4a679470b6 Fix: USD: collection creation during import assigned extra fake user
When using the `create_collection` parameter during import, the newly
created Collection would be assigned a fake user which isn't necessary
and caused the user count to be 2 instead of the more natural 1 here.

Remove the fake user and add test coverage for the scenario in general.

Pull Request: https://projects.blender.org/blender/blender/pulls/128348
2024-10-02 19:53:50 +02:00
Falk David
07ed9b805d Fix: Compile error using clang
Clang doesn't allow to capture structured bindings in lambdas.
Instead, remove the structured bindings and just use a const
reference to the item iterator.
2024-10-02 18:56:01 +02:00
Falk David
1829982d3b GPv3: Merge Layers Operator
This adds a function to merge layers in original Grease Pencil geometry.
It also adds an operator to merge layers as well as some tests for the `merge_layers` function.

The operator has 3 modes:
* `Merge Down`: Combine the active layer with the layer just below (if there is one).
* `Merge Group`: Combine all the layers in a group into one single layer and remove
  the group. Can be accessed in the right-click menu of groups.
* `Merge All`: Combine all the layers of the object into one single layer.

All of these can be accessed in the `Extras` menu next to the layer tree.

Pull Request: https://projects.blender.org/blender/blender/pulls/128201
2024-10-02 18:28:30 +02:00
Bastien Montagne
76e7770bc9 Python API: Add link/append pre/post handlers.
The `pre` handler is called after blender internal code is done populating
the link/append context with data to be processed, and before this data
starts being linked from library files.

The `post` handler is called after blender is done linking, and
potentailly appending and/or instantiating, the requested data and all
of their dependencies.

Both handlers are called with a single argument, the link/append
context.

An new RNA sets of wrappers have been added to expose relevant info from
these internal C++ structures.

NOTE: !113658 is very similar (but tied to asset drag & drop), whereas
this PR is more general (these could probably live hand-in-hand / side-
by-side).

Implements #122357

Pull Request: https://projects.blender.org/blender/blender/pulls/128279

-----------------

Some quick py example  code:

```python
import bpy

def my_handler_pre(lapp_context):
    print("About to {}:\n\t".format("link" if "LINK" in lapp_context.options else "append"),
          "\n\t".join("{} '{}', from libs ['{}']".format(item.id_type, item.name,
                                                         "', '".join([l.filepath for l in item.source_libraries]))
                      for item in lapp_context.import_items))

def my_handler_post(lapp_context):
    print("{}:\n\t".format("Linked" if "LINK" in lapp_context.options else "Appended"),
          "\n\t".join("{} '{}', from lib '{}'".format(item.id.id_type, item.id.name, item.source_library.filepath)
                      for item in lapp_context.import_items))

bpy.app.handlers.link_append_pre.append(my_handler_pre)
bpy.app.handlers.link_append_post.append(my_handler_post)
```
2024-10-02 16:44:38 +02:00
Sybren A. Stüvel
b46e2e6300 Anim: remove Slotted Actions experimental flag from prefs in non-exp build
Remove the 'Slotted Actions' (`use_animation_baklava`) experimental flag
from the preferences RNA, in non-experimental builds.

The experimental flag is already zeroed out when loading the
preferences. This commit ensures that it stays zeroed out. The rest of
the code assumes that the flag is always `false` in non-experimental
builds.

Pull Request: https://projects.blender.org/blender/blender/pulls/128483
2024-10-02 16:32:17 +02:00
Sybren A. Stüvel
8c37b20dd5 Anim: enable more slotted action handling in non-experimental builds
Remove some `#ifdef WITH_ANIM_BAKLAVA` guards to make a unit test
succeed. The code is handling slots when assigning Actions to IDs.
Non-experimental builds will only deal with legacy Actions, and thus the
slot assignment is a no-op anyway.

The unit test is explicitly creating layered Actions and running tests
on them. Since this also covers some new code introduced for Action
assignments (unified code for both legacy & layered Actions), I'd feel
more comfortable keeping the test enabled.

Note that when loading a blend file with layered Actions in a
non-experimental build will actually load them as legacy Actions.

Pull Request: https://projects.blender.org/blender/blender/pulls/128483
2024-10-02 16:32:15 +02:00
Falk David
1c2355c037 GPv3: Add mode toggle operators
This copies the legacy mode toggling operators to a new file
and renames the operators to use the `GREASE_PENCIL_OT` prefix
like the rest of the operators. No functional changes expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/128477
2024-10-02 15:17:28 +02:00
Jacques Lucke
86dd6791c2 Fix: memory leaks when using BKE_grease_pencil_nomain_to_grease_pencil
This fixes two memory leaks:
* Drawings were not properly freed because `MEM_delete` was called on the DNA
  base type which does not have the destructor.
* `CustomData` of layers was not freed before it was overridden.

Pull Request: https://projects.blender.org/blender/blender/pulls/128476
2024-10-02 14:39:31 +02:00
Lukas Tönne
dfc8a782f5 GPv3: Attribute panel to configure layer attributes on original data
This follows the same pattern as attribute panels for Mesh, Curves, and
Point Cloud. Only the layer domain is supported. The _add_ operator now
has to validate the domain setting on invoke, because layer attributes
don't support the default `Point` domain.

Pull Request: https://projects.blender.org/blender/blender/pulls/128471
2024-10-02 13:58:13 +02:00
Falk David
9d5c5d4a93 Fix: GP: Wrong offset vector when drawing onto surfaces
The offset from the surface was calculated based on only the normal
which didn't used to be the case.
The fix computes the offset based on the surface point and the direction
of the view.
Also makes sure to not draw overlays when computing the depths using
`V3D_DEPTH_NO_GPENCIL`.
2024-10-02 12:39:43 +02:00
Thomas Dinges
906bc801f4 Release cycle: Blender 4.3 Beta
Splash screen by Blender Studio: studio.blender.org
2024-10-02 12:34:01 +02:00
Pratik Borhade
d7fb60be4d Fix #128461: GPv3: Crash importing svg with more than one drawing
Wrong `points_num` when resizing the `CurvesGeometry`.
Otherwise, any attriute span will have wrong size, this triggers crash
when writing value in these attribute spans.

Pull Request: https://projects.blender.org/blender/blender/pulls/128472
2024-10-02 11:48:28 +02:00
Julian Eisel
78e330923d UI: Tree-view scrolling and resizing support
Implements scrolling support for tree-views, as well as changing the size of the
scroll-able tree-view. This is important to be able to place them in many places
in the UI, where a compact layout is preferred over an every expanding one
(causing following contents to be scrolled out of view). UI-lists would use
scrolling and resizing to ensure this, now tree-views are on par.

Enables scrolling and resizing for:
- Bone collection UI (`UILayout.template_bone_collection_tree()`)
- Grease Pencil layer UI (`UILayout.template_grease_pencil_layer_tree()`)
- Light link collection UI (`UILayout.template_light_linking_collection()`)
- UI to define a node tree interface (`UILayout.template_node_tree_interface()`)

These are all cases where compact UIs make more sense than expanding ones.

Internally this is enabled by calling the `set_default_rows()` method of the
tree-view, although the API might change still. It shouldn't be quite simple to
implement this for grid-views too if necessary, or other potential view types.

Although I'd like to do some smaller code quality improvements still, this
feature is important for some other modules (e.g. grease pencil module for the
layers UI in grease pencil v3), so I decided to prioritize merging this.

Pull Request: https://projects.blender.org/blender/blender/pulls/119668
2024-10-02 11:19:49 +02:00
Alexandre Cardaillac
0315eae536 Cycles: Add more scattering phase functions
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.

Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.

These phase functions can be combined using Mix nodes as usual.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
2024-10-02 11:12:53 +02:00
Omar Emara
db490e90fe Fix #127392: File Output doesn't write empty inputs
The File Output node doesn't write invalid and single value layers,
which can cause differences in EXR structures when rendering animations.

To fix this, we write a dummy image that has the same dimensions as the
other layers in the file, filled with the value of the single value
input.

Pull Request: https://projects.blender.org/blender/blender/pulls/128454
2024-10-02 10:28:55 +02:00
Campbell Barton
0f3fdd25bc Cleanup: various non-functional changes for C++
- Remove redundant parenthesis
- Use strings macros
- NULL -> nullptr
2024-10-02 15:47:05 +10:00
Sean Kim
80f10766dd Cleanup: Reformat sculpt undo comments
* Wrap to longer line length
* Update to recent naming & structural changes

Pull Request: https://projects.blender.org/blender/blender/pulls/128462
2024-10-02 02:52:30 +02:00
Sean Kim
0c1a500214 Refactor: Remove DyntopoSymmetrize undo type
The `DyntopoSymmetrize` undo type fulfills the same function as the
`Geometry` push for Mesh and Multires, i.e. it indicates that a full,
mesh-wide change has occurred instead of a small delta.

Pull Request: https://projects.blender.org/blender/blender/pulls/128460
2024-10-02 01:16:28 +02:00
Harley Acheson
44168c32ff Fix #128406: Editor Highlight Edge Roundness
This separates out the edge drawing from the edge highlighting, needed
for the edge drawing shader. Also slightly improves the alignment of
the two.

Pull Request: https://projects.blender.org/blender/blender/pulls/128453
2024-10-01 21:58:02 +02:00
Harley Acheson
bfe693c8c2 UI: Changes to Docking Mouse Cursors
This makes one change and another correction to the mouse cursors used
during Docking. The change is to use WM_CURSOR_EDIT for Mac while just
hovering over the corner action zones. This means that Mac users will
transition from this to WM_CURSOR_HAND_CLOSED, instead using two hand
cursors.  The correction is to use the "split" cursors while splitting
areas. That it doesn't do that now is a mistake made during #127810.

Pull Request: https://projects.blender.org/blender/blender/pulls/128396
2024-10-01 21:04:20 +02:00