Commit Graph

9230 Commits

Author SHA1 Message Date
Aras Pranckevicius
64198971ea Fix: Reading some old blend files fires assert in Sequencer data read
wdas_cloud.blend file on 4.3+ raises an assert, due to reading some
VSE data:

  readfile.cc:4798, blo_verify_data_address(), at
  'MEM_allocN_len(new_address) >= expected_size' Corrupt .blend
  file, unexpected data size.

This is caused by 30dbb7820d which removed completely unused
data from Sequence struct. But it turns out, Sequence serialization
inside scene_blend_read_data is "somewhat strange", to put it mildly,
and silently assumes that struct offset of seqbase and channels
will never change.

For now, restore the previously expected struct member offset,
ensure it stays like that via static_assert, and add notes on
how someone should fix this in a better way.

Pull Request: https://projects.blender.org/blender/blender/pulls/130296
2024-11-15 11:51:49 +01:00
Pratik Borhade
3b44f84686 Fix #130182: Unique layer name in move to layer popup box
Set unique name for `target_layer_name` to display in pop-up box when
creating a new layer. For that, `unique_layer_name()` is moved to member
function of `GreasePencil`.

Pull Request: https://projects.blender.org/blender/blender/pulls/130208
2024-11-14 18:30:50 +01:00
Julian Eisel
a0b2704202 Fix #128138: No paint curves selectable for brush strokes
The data-block selector filters out local data-blocks when trying to
assign to linked data. A lot of data-block management relies on this.

Since these data-blocks are created for the use with brushes only,
create them under the same library that the brush is from, as indirect
data. The UI allows selecting these data-blocks then. We do the same for
textures attached to a brush, and some other data-block types.

Also add paint-curves to the editable data-block types, so they can be
edited despite being considered linked data.

Pull Request: https://projects.blender.org/blender/blender/pulls/130184
2024-11-12 19:13:24 +01:00
Bastien Montagne
0b3a7cbe69 Cleanup: Move BKE_image.h and related headers to C++.
NOTE: This also required some changes to Cycles code itself, who is now
directly including `BKE_image.hh` instead of declaring a few prototypes
of these functions in its `blender/utils.h` header (due to C++ functions
names mangling, this was not working anymore).

Pull Request: https://projects.blender.org/blender/blender/pulls/130174
2024-11-12 16:53:54 +01:00
Falk David
0d1d3d12ba Fix: GPv3: Inconsistent behavior when adding a layer group
When a layer group was active, new groups would be created at
the top of the layer tree which is inconsistent with how layers are
added.

This fixes the behavior. When a group is active, newly added groups
are moved into that group.
2024-11-11 18:18:47 +01:00
Campbell Barton
a1dfd51fae Cleanup: rename SceneEEVEE::gtao_quality -> fast_gi_quality
Avoid confusion from misleading/incorrect names, see: #129830.
2024-11-06 10:49:58 +11:00
Campbell Barton
b53c20db25 EEVEE: remove DNA/RNA for values that are no longer in use
Remove values from EEVEE which are no longer used.

Ref !129832
2024-11-05 23:00:29 +11:00
Sean Kim
43bbd9fd2d Fix: Paint: Unified strength value should be off by default
Introduced in 1bc5c488d4

The value used in DNA_scene_defaults.h was out of sync with the actual
default startup value. In all currently supported and in development
versions (3.6 LTS, 4.2 LTS, 4.3, and 4.4), the `UNIFIED_PAINT_ALPHA`
bit value is set to false.

Pull Request: https://projects.blender.org/blender/blender/pulls/129711
2024-11-04 00:07:29 +01:00
Campbell Barton
99387c0749 Cleanup: spelling in comments, docs & error 2024-11-02 15:43:27 +11:00
Julian Eisel
a641001207 Fix: UI previews don't refresh outside of properties editor
The preview template (`UILayout.template_preview()`) to display previews
for materials, textures or similar would only work correctly in the
Properties editor. This had explicit logic to trigger rerendering on
changes. When displaying such previews elsewhere (e.g. in the 3D View
sidebar), the only way to have changes reflected would be by resizing
the preview.

This fix makes sure such previews are tagged as dirty and refreshed on
changes to the underlying ID. We do this the same way as tagging the ID
previews as dirty, through a function called by the dependency graph for
such updates.

Pull Request: https://projects.blender.org/blender/blender/pulls/129641
2024-11-01 15:25:24 +01:00
Sean Kim
1bc5c488d4 Sculpt: Use unified color for paint brushes by default
With the introduction of brush assets, there are now two reasons that
motivate turning this setting on by default.

* More paint brushes - Previously, there was a single paint brush in
  Sculpt mode, this made the setting for general usage less needed when
  compared to the 10 brushes that are now included in the essentials
  pack

* Brush settings are lost on reload - Unless the changes to a brush are
  saved to the asset as a default, the color for a brush is now no
  longer persisted between Blender sessions. It makes little sense to
  save a specific color for a specific brush on the asset level unless
  it is needed for the brush functionality.

This commit ensures that the appropriate Scene flag is set for the
unified color and defines the default primary and secondary colors as
000000 and FFFFFF, respectively.

Pull Request: https://projects.blender.org/blender/blender/pulls/129127
2024-10-29 21:08:14 +01:00
Campbell Barton
f23478439c Fix #129323: Slowdown adding/removing objects from Python
Python scripts could perform actions that created notifiers
which would not be handled until the script was complete.

In the case of adding & removing objects a notifier would be created
for adding the object, then cleared when the ID was removed.

This lead to the notifier queue filling up with cleared notifiers
which were included in the search whenever an ID was removed.

The result of this was that adding and removing objects from a script
would become increasingly slower & use more memory.

Resolve by storing the current notifier being handed which isn't freed
(only cleared). The notifier handling loop detects cleared notifiers
and frees them after use.
2024-10-24 12:50:31 +11:00
YimingWu
9cb4d3bbff Fix #128887: LineArt: Prevent iterating over not evaluated objects
Line art uses `DEG_OBJECT_ITER_BEGIN` to load all objects that has a
geometry in the scene, which is kind of a hack since the beginning. This
left potential problem where the iterator could go through some objects
that line art didn't have a dependency on (e.g. other grease pencil
objects):

- Since those "other" objects often evaluates fast enough, so
line art always end up having valid data from everywhere after lengthy
mesh evaluation prior to itself, so this problem was not prominent.
- However, in rare cases, there are other objects that takes a lot of
time to evaluate, this causes line art to potentially iterate to objects
that are still invalid.

This fix will build a `Vector<Object *>` during `update_depsgraph`, and
use such list inside `DEGObjectIterSettings` to filter out objects that
the modifier isn't dependent on, thus remove the possibility of reading
objects that hasn't been evaluated.

Since Line art will not add grease pencil objects as potential geometry
inputs, all mesh/curve types of geometries generated by geometry nodes
modifier directly inside other grease pencil objects won't be loaded.
This can be mitigated by having a third mesh object that reads the
result from the grease pencil object that generates geometries, then
directly output them for line art to read.

This also fixes #128888.

Pull Request: https://projects.blender.org/blender/blender/pulls/128890
2024-10-16 15:15:11 +02:00
Julian Eisel
d177388979 Sculpt/Paint: Tag brushes for unsaved changes for UI indication
Part of the brush assets project followups, see #116337.

Based on feedback, it seems important to indicate to the user when a brush has
unsaved changes.

There's no reliable updating mechanism we can use or hook into here, except for
RNA "update" callbacks. Brush data gets changed in many places in code, the only
way to do this seems manual tagging every time a brush property gets changed.
This PR introduces `BKE_brush_tag_unsaved_changes()` for this. I spent some time
going through all brush properties to ensure changes call the tagging function.

A known limitation with this will be that changes to dependencies won't be
indicated in the brush. E.g. Changing the texture attached to a brush won't make
the brush be indicated as changed.

The UI to indicate the changed brushes is being discussed still, see #128846.

Pull Request: https://projects.blender.org/blender/blender/pulls/128845
2024-10-11 22:08:14 +02:00
Germano Cavalcante
75ffda39b2 Fix #126665: Reintroduce 'Absolute Grid Snap' (now 'Absolute Increment Snap')
The 'Absolute Grid Snap' feature remains useful even alongside
'Snap to Grid', so this option is being reintroduced, partially
reverting commit f0479e915f.

Pull Request: https://projects.blender.org/blender/blender/pulls/128135
2024-10-09 22:52:28 +02:00
Lukas Tönne
5c57e24fea Cleanup: GPv3: Remove unused BKE functions from GPv2
Removes unused GPv2 functions in blenkernel.

Notes:
-  Functions for layer masks are still in use, but annotations never
  have layer masks in the first place. Would be good to remove the data
  structures so we can remove the functions too.
- Some multi-frame edit functions are also still nominally used, but
multi-frame editing is not an active feature for annotations. This
  should also be removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/128709
2024-10-09 10:27:45 +02:00
Falk David
5f5b1b83d0 GPv3: Rename mode enum names and python identifiers
This renames the mode identifiers to be consistent with e.g. the context mode identifiers and other names used for the new Grease Pencil.

For `object.mode`:
* `PAINT_GPENCIL` -> `PAINT_GREASE_PENCIL`
* `SCULPT_GPENCIL` -> `SCULPT_GREASE_PENCIL`
* `VERTEX_GPENCIL` -> `VERTEX_GREASE_PENCIL`
* `WEIGHT_GPENCIL` -> `WEIGHT_GREASE_PENCIL`

For the internal `ob->mode` flag:
* `OB_MODE_PAINT_GPENCIL_LEGACY` -> `OB_MODE_PAINT_GREASE_PENCIL`
* `OB_MODE_SCULPT_GPENCIL_LEGACY` -> `OB_MODE_SCULPT_GREASE_PENCIL`
* `OB_MODE_VERTEX_GPENCIL_LEGACY` -> `OB_MODE_VERTEX_GREASE_PENCIL`
* `OB_MODE_WEIGHT_GPENCIL_LEGACY` -> `OB_MODE_WEIGHT_GREASE_PENCIL`

Resolves #127374.

Pull Request: https://projects.blender.org/blender/blender/pulls/128604
2024-10-04 19:20:00 +02:00
Julian Eisel
bf52f6f723 UI: Remember asset shelf visibility per mode
After feedback from the brush assets, we want to not only set the
default visibility, but also remember the visibility per mode. This way
we can keep the shelf hidden in modes where there's only one bundled
brush per available tool. While having these tools support brushes can
be useful, we don't expect to bundle more brushes soon. So to avoid a
mostly empy asset shelf for a single brush, allow keeping the shelf
hidden in these modes unless the user expands it. The following commit
will set the default visibility for these modes.

More strictly speaking this is entirely context sensitive, not just per
mode, but with current shelf types is practically per mode.
2024-10-04 12:19:18 +02:00
Campbell Barton
a2617b0029 Fix mask duplicate failing to set the active point
Duplicate was setting the last-duplicated spline as active,
leaving the active vertex set to the original (non-duplicated) spline.

This caused the active spline/point to get out of sync,
while not an error - it is confusing and should be avoided.

Now the active spline & point are duplicated,
matching active behavior elsewhere (objects for e.g.).
2024-10-04 11:46:36 +10:00
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
Campbell Barton
459c7c7f82 Cleanup: sort DNA rename (documented as sorted) 2024-10-03 14:44:12 +10:00
Campbell Barton
4fa3dc0dd4 Cleanup: spelling in comments, use uppercase tags 2024-10-03 12:11:52 +10:00
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
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
Jacques Lucke
fd4f864cba Geometry Nodes: improve display of node warnings in modifier
This does the following changes:
* Show info "warnings" in modifier too. Previously those were skipped. The
  different behavior of info/warning/error messages causes confusion.
* Add a new `Warnings` panel that only shows when there are warnings. In its
  title, it shows how many warnings there are.
* In the panel, warnings are sorted by severity and alphabetically.

Pull Request: https://projects.blender.org/blender/blender/pulls/128395
2024-10-01 15:31:50 +02:00
Falk David
19465bec19 GPv3: Add canvas options to the overlay settings
This adds the color, subdivisions, scale, and offset options to the canvas overlay.

Pull Request: https://projects.blender.org/blender/blender/pulls/128259
2024-09-27 16:58:38 +02:00
Campbell Barton
e21b424eee Attributes: support setting the active attribute to "None"
Support setting: `object.data.attributes.active = None` for
ID attributes. Use -1 to represent no active index.

Resolves #127691

Ref !128233
2024-09-27 23:47:13 +10:00
Falk David
53b9594ee2 Geometry Nodes: Add "Merge Layers" node
This patch improves working with grease pencil layers in geometry nodes.
* Allow layers to have duplicate names in geometry nodes. In original data, unique names are enforced.
  * This allows e.g. duplicating layers and then merging them by name in the end.
  * It also resolves a big serial bottleneck when working with many grease pencil layers in geometry nodes. Enforcing unique names is inefficient.
* New `Merge Layers` node that can merge multiple layers by name or by a custom group id.
* Applying a grease pencil modifier now first merges all layers with the same name to ensure all names are unique.

Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/127873
2024-09-27 13:17:18 +02:00
Harley Acheson
28e5c1412e UI: Editor Edge Highlighting
Customizable highlighting of editor edges that can be used to help
differentiate between areas, indicate active area, and/or help users
with visual impairment. Can be completely removed as well. This
replaces the active area header highlighting, which doesn't work for
transparent headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/116684
2024-09-26 21:55:26 +02:00
Campbell Barton
840c65f442 Cleanup: spelling in comments 2024-09-25 19:24:20 +10:00
Harley Acheson
8450aa275f UI: Area Docking as Regular Feature, Not Experimental
This PR makes "Interactive Editor Docking" a regular feature, available
by default, and removes the option from Experimental Preferences.

Pull Request: https://projects.blender.org/blender/blender/pulls/127810
2024-09-24 23:23:48 +02:00
Jacques Lucke
6e5e01e630 Geometry Nodes: new For Each Geometry Element zone
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.

## Features

* The `Selection` input allows iterating over a subset of elements on the set
  domain.
* Fields passed into the input node are available as single values inside of the
  zone.
* The input geometry can be split up into separate (completely independent)
  geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
  value from each iteration.
* New geometries can be generated in each iteration.
    * All of these geometries are joined to form the final output.
    * Attributes from the input geometry are propagated to the output
      geometries.

## Evaluation

The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.

## Performance

There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.

However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.

An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.

Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.

Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
Aras Pranckevicius
ecce5f45ac Cleanup: rename MAXSEQ -> SEQ_MAX_CHANNELS and make it C++ constexpr
When I was learning VSE code, MAXSEQ constant (a preprocessor define!) was
confusing. It makes it sound like it is "max sequences", but it is actually
"max channels". So rename it to SEQ_MAX_CHANNELS and make it C++ constexpr int
instead of preprocessor macro.

Pull Request: https://projects.blender.org/blender/blender/pulls/128024
2024-09-23 15:43:45 +02:00
Charlie Jolly
bf04513dec Geometry Nodes: new Integer Math node
Provide building block support for integer operations.

Manipulation of integer based data should not be limited to using float math nodes.
Using float math comes with accuracy issues for larger integers and requires unnecessary
type conversions.

The node also adds some integer specific operations like GCM and LCD.

Pull Request: https://projects.blender.org/blender/blender/pulls/110735
2024-09-23 15:01:31 +02:00
Iliya Katueshenock
c40dc9aa03 Nodes: use node storage to store type of reroute node
The reroute node used to be a bit special in the sense that its data type was
only stored in the sockets. However, typically, the ground truth data should be
stored in the node storage and then the socket types are derived from that.

For users, there should not be a noticable difference. However, from Python
it's not possible to modify the socket type directly on the socket anymore.
This is forbidden for other built-in nodes already too.

Instead, one can use the new `reroute_node.socket_idname` property to change
the type of a node. This internally also recreates the sockets with the correct
type.

Pull Request: https://projects.blender.org/blender/blender/pulls/121146
2024-09-23 14:47:05 +02:00
Falk David
3c8d4becc8 Cleanup: GPv3: Return reference from GreasePencil::layer() functions
Since we only assert and never return `nullptr`, it's better to just return a reference.
The access into the span already asserts anyway.

Pull Request: https://projects.blender.org/blender/blender/pulls/128025
2024-09-23 13:54:02 +02:00
Pratik Borhade
c29a2eb451 Fix #127928: Default radius value for gpv3 draw brush
Set default value of `unprojected_radius`

Pull Request: https://projects.blender.org/blender/blender/pulls/128023
2024-09-23 13:05:26 +02:00
Falk David
bb9489070a Cleanup: GPv3: Remove const qualifier in function declaration
The `const` isn't needed for trivial types and shouldn't be used.
2024-09-23 12:16:12 +02:00
Falk David
332f7517da GPv3: Add function to insert a keyframe into multiple layers
This function adds a key into multiple layers. This is more efficient than
inserting a single key multiple times in a loop, because the drawing
array has to be resized one-by-one.
In this function, the resizing happens at once.

Pull Request: https://projects.blender.org/blender/blender/pulls/127930
2024-09-23 12:12:59 +02:00
Jeroen Bakker
ddb2179e37 Vulkan: GPU device selection
Allows users to override the auto detection for GPU
selection. Normally the GPU selection is done by looping
over the order Vulkan provides and finding the highest
performing device based on its type (discrete, integrated,
software).

However users might have multiple discrete cards and want
to switch between them. Or developers want to validate other
GPUs without rebooting.

This PR adds the ability to override the auto detection
for the vulkan backend.

![image](/attachments/5d9198a8-af08-4eee-aa73-363edea11cd9)

**Future improvements**:
- This PR does not include a command line option. This can be added
  later for render farms.

Pull Request: https://projects.blender.org/blender/blender/pulls/127860
2024-09-23 11:18:24 +02:00
Lukasz Czyz
788bc5158e UV: add support for the SLIM unwrapping algorithm
Integrate an existing implementation of the SLIM unwrapping algorithm
into Blender. More info about SLIM here:
https://igl.ethz.ch/projects/slim/

This commit is based on the integration code written by Aurel Gruber
for Blender 2.7x (unfinished and never merged with the main branch).

This commit is based on Aurel's code, rebased and further improved.

Details:

- Unwrap has been moved into a sub-menu,
  slim unwrapping is exposed as: "Minimum Stretch".
- Live unwrap with SLIM refines the solutions using a timer.
- When using SLIM there are options to:
  - Set the number of iterations.
  - Weight the influence using vertex weights.
- SLIM can be disabled using the `WITH_UV_SLIM` build option.

Co-authored-by: Aurel Gruber <aurel.gruber@infix.ch>

Ref !114545
2024-09-21 16:48:53 +10:00
Campbell Barton
f030e6f0b2 Cleanup: spelling in comments 2024-09-21 16:22:52 +10:00
Campbell Barton
37e3397968 Cleanup: replace magic number with enum (missed last commit) 2024-09-21 11:09:00 +10:00
Campbell Barton
8a683632c7 Cleanup: replace magic number with enum 2024-09-21 10:58:59 +10:00
Julian Eisel
a38c96b92c Sculpt/Paint: Bring back support for multiple brush based tools
Design: https://projects.blender.org/blender/blender/issues/126032

The brush assets project merged all brush based tools into a single, "Brush"
tool. After feedback, we want to bring back some of the previous brush based
tools. For example in grease pencil draw mode, not having an eraser or fill tool
available, and having to go through all the brush assets instead made the
workflow more cumbersome, and features less discoverable (an eraser tool in the
toolbar is quite easy to find, a brush deep down in the asset library may not
be).

With this commit we can add back some tools for specific brush types in sculpt &
paint modes. The follow up commit will start with the eraser and fill tools for
grease pencil draw mode, but more tools in other modes are expected to follow.

For every brush type that has a tool in the toolbar, the last used brush is
remembered. This is the biggest part of the changes here.

Brush asset popups will only show the brushes supported by the active tool for
now. The permanent asset shelf region displays all brushes. Activating a brush
that isn't compatible with the current tool will also activate the general
"Brush" tool, but while the brush tool is active we never switch to another one
(e.g. activating an eraser brush will keep the "Brush" tool active). All this
might change after further feedback.

Pull Request: https://projects.blender.org/blender/blender/pulls/125449
2024-09-20 18:09:31 +02:00
Jacques Lucke
3ccfa65245 Geometry Nodes: support packing bakes into .blend files
Previously, it was only possible to bake to disk with geometry nodes. This patch
adds support for storing the baked data directly in the .blend file.

By default, new bakes are stored in the .blend file now. Whether a new bake
should be packed or stored on disk can be configured in two places: in the
properties of the bake node and in the bake panel of the modifier. These
settings don't affect existing bakes, only the next bake.

To unpack or pack an individual bake, there is a new operator button next to the
bake button. The icon and the label below indicate where the bake is currently
stored. The label now also contains the size of the bake.

To unpack or pack all bakes, the `File > External Data > Pack Resources / Unpack
Resources` operators can be used. The unpack operator also has a new title that
mentions the number if individual files separate from the number of bakes. This
works better than just listing a number of files because a bake can consist of
many files.

Pull Request: https://projects.blender.org/blender/blender/pulls/124230
2024-09-20 16:18:12 +02:00
Sybren A. Stüvel
615cb46412 Anim: add Action Slot selector to Action Constraint
Add slotted Actions support to Action constraints.

The user interface can be improved once #127751 lands.

Ref: #120406
Pull Request: https://projects.blender.org/blender/blender/pulls/127749
2024-09-20 08:07:15 +02:00
Campbell Barton
0fc27c8d81 Cleanup: spelling in comments 2024-09-20 13:14:57 +10:00
Sybren A. Stüvel
38e15412dd Fix #127755: 4.3 regression: Some rigged meshes do not load properly
Revert part of 9530852347 as that did not
take into account that the `max` property may actually be smaller than
the `min` property.

I've also taken the liberty to document this fact in some comments.

The fix for the crash when `min == max` is still in place.
2024-09-19 13:57:30 +02:00
Nathan Vegdahl
e0d5379ef8 Anim: change how action strip data is stored
This updates the layered action data model to store strip data differently.  Specifically:

- `Strip` is now just a single, POD type that only stores the data common to all
  strips, such as start/end frames.
- The data that might be of a completely different nature between strips (e.g.
  keyframe data vs modifier data) is now stored in arrays on the action itself.
- `Strip`s indicate their type with an enum, and specify their data with an
  index into the array on the action that stores data for that type.

This approach requires a little more data juggling, but has the advantage of
making `Strip`s themselves super simple POD types, and also opening the door to
trivial strip instancing later on: instances are just strips that point at the
same data.

The intention is that the RNA API remains the same: from RNA's perspective there
is no data storage separate from the strips, and a strip's data is presented as
fields and methods directly on the strip itself. Different strip types will be
presented as different subtypes of `ActionStrip`, each with their own fields and
methods specific to their underlying data's type. However, this PR doesn't
implement that sub-typing, leaving it for a future PR. It does, however, put the
fields and methods of the one strip type we have so far directly on the strip,
which avoids changing the APIs we have so far.

This PR implements the bulk of this new approach, and everything should be
functional and working correctly. However, there are two TODO items left over
that will be implemented in forthcoming PRs:

- Type refinement in the RNA api. This PR actually removes the existing type
  refinement code that was implemented in terms of the inheritance tree of the
  actual C++ types, and this will need to be reimplemented in terms of the new
  data model. The RNA API still works without the type refinement since there
  are only keyframe strips right now, but it will be needed in preparation for
  more strip types down the road.
- Strip data deletion. This PR only deletes data from the strip data arrays when
  the whole action is deleted, and otherwise just accumulates strip data as more
  and more strips are added, never removing the data when the corresponding
  strips get removed. That's fine in the short term, especially since we only
  support single strips right now. But it does need to be implemented in
  preparation for proper layered actions.

Pull Request: https://projects.blender.org/blender/blender/pulls/126559
2024-09-17 17:31:09 +02:00