Commit Graph

15 Commits

Author SHA1 Message Date
Hans Goudey
94eff0aa06 Cleanup: Move geometry editors module function to C++ namespace 2025-03-03 22:49:55 -05:00
Jacques Lucke
cc7da09c1b Geometry: add utility to check for bad geometry element index dependence
Sometimes .blend files have compatibility issues between Blender versions,
because .blend files depended on the specific order of geometry elements
generated by some nodes/modifiers (#112746, #113018). While we make
guarantees about the order in some places, that is relatively rare, because it
makes future improvements much harder. The functionality in this patch
makes it easier for users to notice when they depend on things that are not
expected to be stable between Blender builds.

This is achieved by adding a new global flag which indicates whether some
algorithms should randomize their output. The functionality can be toggled
on or off by searching for `Set Geometry Randomization`. If there are no
differences (or acceptable minor ones) when the flag is on or off, one can
be reasonably sure that one does not on unspecified behavior (can't be 100%
sure though, because randomization might be missing in some places). If
there are big differences, one should consider fixing the file before it comes
to an actual breakage in the next Blender version.

Currently, the setting is only available when `Developer Extras` is turned on,
because the setting is in no menu.

With this patch, if we get bug reports with compatibility issues caused by
depending on indices, one of the following three cases should always apply:
* We actually accidentally broke something, which requires a fix commit.
* Turning on geometry randomization shows that the .blend file depends on
  things it shouldn't depend on. In this case the user has to fix the file.
* We are missing geometry randomization somewhere, which requires a fix
  commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/113030
2023-09-29 21:44:36 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Hans Goudey
bc8c892c65 Cleanup: Move WM headers to C++
Also move a few more headers that included WM headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/110815
2023-08-04 23:11:22 +02:00
Campbell Barton
69aee8ba6b Cleanup: remove redundant (void) for functions with no args in C++ 2023-07-02 19:54:27 +10:00
Hans Goudey
e4cc91a611 Geometry Nodes: Node group operators initial phase
This PR adds a new operator to run a node group on object geometry.
Only curves sculpt mode is supported for now, to simplify the design.

A new geometry node editor context to edit operator groups is also
added. This allows changing any node group, rather than only node
groups that are part of the active modifier context.

3D viewport menus are added with any geometry node group
asset in a catalog that contains the `Operator` tag. Currently Blender
must be restarted to refresh the list of available operators.

This is only the first phase of the node group operator feature.
Many more features will be added in next steps.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/108947
2023-06-29 13:57:54 +02:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Ramil Roosileht
9800312590 Mesh: Convert color attribute operator
Implements an operator to convert color attributes in
available domains and types, as described in T97106.

Differential Revision: https://developer.blender.org/D15596
2022-11-10 15:29:21 -06:00
Dennis Ranish
9c28f0eb37 D14823: Adds operator to duplicate the active color attribute layer
Fixes T97706

Adds operator to duplicate the active color attribute layer.
Adds `"Color Attribute Specials"` menu to color attribute ui to access the `"geometry.color_attribute_duplicate"` operator.
Internally adds a function that duplicates a referenced CustomDataLayer
- `BKE_id_attribute_duplicate` mostly copies the existing `BKE_id_attribute_new`
- but gets the type and domain from the referenced layer
- and copies the data from the old layer into the new layer

Reviewed By: Joseph Eagar & Hans Goudey & Julien Kaspar
Differential Revision: https://developer.blender.org/D14823
Ref D14823
2022-06-08 12:10:32 -07:00
Joseph Eagar
eae36be372 Refactor: Unify vertex and sculpt colors into new
color attribute system.

This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors.  Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.

Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).

Note: this commit does not include vertex paint mode,
      which is a separate patch, see:
      https://developer.blender.org/D14179

Differential Revision: https://developer.blender.org/D12587
Ref D12587
2022-04-05 11:42:55 -07:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Jacques Lucke
f6888b530a Attributes: add operator to convert generic attributes to other types
Editing of generic attributes on the original objects in edit modes is
still very limited. However, when applying a geometry nodes modifier
that generates new attributes. These attributes will show up in the
Attributes panel.

Currently, our exporters are not capable of exporting generic attributes.
Therefore, for the time being, a work around is to apply geometry nodes
and then convert a generic attribute to a task specific attribute like a
uv map, vertex group or vertex color layer. Once more parts of Blender
support generic attributes, this will become less important.

Currently, only meshes are supported by the operator. However, it would
be relatively easy to extend it to other geometry types.

Differential Revision: https://developer.blender.org/D13838
2022-01-21 12:47:35 +01:00
Jacques Lucke
0a3de0305c Cleanup: move attribute operators to c++ 2022-01-14 12:53:19 +01:00