Commit Graph

28009 Commits

Author SHA1 Message Date
Brecht Van Lommel
01a151c89d Fix: Build error in lite build 2025-02-21 23:42:30 +01:00
Brecht Van Lommel
c988a04802 Fix #134120: Crash evaluating rigid body in animation render
This shared state between original data and depsgraphs was added in
98a0bcd425. Other physics systems also share
the pointcache, but not the simulation state to this extent, which leads
to this kind of crash.

The mutex lock is not a great solution, you don't really want both                                                                                                                                                                                                                                                                                   render and viewport to be filling the same cache in parallel. However
this kind of problem also exists in other physics systems, and solving
that is certainly beyond the scope of 4.4, and probably needs to wait
for a bigger physics rewrite. In general the recommendation is to bake
everything before rendering.

Pull Request: https://projects.blender.org/blender/blender/pulls/134779
2025-02-21 18:48:54 +01:00
Christoph Lendenfeld
981e06f3bd Fix #134758: renaming a node breaks animation
The issue was that in the macro used, the wrong ID was passed into
the rename function. Since nodetrees are a separate embedded ID,
the rename function couldn't resolve the RNA path and thus failed.

This broke keys and drivers when renaming nodes.
Not only for the compositor, but all node trees.

This was caused by 1c7c1829b6

Pull Request: https://projects.blender.org/blender/blender/pulls/134936
2025-02-21 16:46:14 +01:00
Sybren A. Stüvel
94563dedca Refactor: rename BKE_fcurve_bezt_shrink to ..._resize and allow growing
The `BKE_fcurve_bezt_shrink()` function had an artificial limitation to
only allow shrinking the `bezt` array. That limitation is now removed,
and therefore the function renamed to `BKE_fcurve_bezt_resize()`.

A note was added to the documentation that newly added array elements
should be initialized by the caller.

Pull Request: https://projects.blender.org/blender/blender/pulls/134864
2025-02-20 17:04:27 +01:00
Sean Kim
f1fca48a4f Fix #134292: Clone brush cannot access local blendfile images
With the brush assets project, brushes were moved from being local to
the working blendfile to being linked from asset libraries. This breaks
the Image Paint 'Clone' brush, as it has a brush property that links to
other Image datablocks.

To support this functionality, this commit adds the corresponding
properties into the `ImagePaintSettings` struct so that it is stored
locally with the images that will be used by the tool, inside the main
blendfile.

The source image property is shared with the 3D version of the 'Clone'
brush instead of adding a separate field to preserve old behavior.

Notably, this has the following limitations:
* If clone brush assets have been made and shared with external packs,
  they would not work out of the box with linked image assets.
* Despite these settings being stored on the scene, they are populated
  inside the tool window under "Brush Settings" which is potentially
  misleading. However, this is already the case for the 3D version of
  the brush, so further UI refinement will happen outside of this PR.
* Users will be unable to use separate images simultaneously for the
  Image editor and the 3D viewport, unlike in pre-4.3 versions. This
  can be adjusted in the future if it is a critical workflow.

Because the intended design and functionality of this tool is currently
questionable, this commit opts to make these changes instead of doing
further design to support both accessing data on the brush and on the
scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/134474
2025-02-19 22:00:39 +01:00
Sean Kim
af8da338a0 Fix #134770: Multires persistent base doesn't work randomly
The previous attempt to restore this behavior was in
0a2d5d5801

That commit introduced clearing the related `SculptSession` variables
when the paint BVH was freed to avoid bad behaviors seen in 4.2 and
prior. However, this solution is somewhat incorrect, as the prior state
of this data is not necessarily restored when the BVH is recreated,
unlike other temporary mapping data.

This results in the persistent base data being cleared occasionally with
no indication to the user that this is happening, causing the setting to
appear to be inactive.

To fix this, this commit makes a few changes:
* Removes clearing this data in the `BKE_sculptsession_free_pbvh`
  function.
* Initializes the displacement arrays to the same size as the position
  and normal array.
* Introduce new variables to track the saved multires grid size so
  that it is not deleted, only considered invalid when the topology
  changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/134780
2025-02-19 21:58:49 +01:00
Brecht Van Lommel
3004848372 Fix #134756: Internal text datablock filepath considered missing
When the text datablock was marked as external at one point and the
filepath was allocated, it would be considered missing.
2025-02-19 11:26:57 +01:00
Brecht Van Lommel
c650977534 Grease Pencil: Make brush asset pinned materials local
Keeping these as linked datablocks to the brush does not match the idea
that assets should generally be appended, and leads to some confusing
situations with linked materials on objects. Now use either a local
material with matching weak library reference or make a local copy if
it does not exist yet.

This also add weak library references to the materials in the 2D Animation
template, so they will be reused.

A problem is that weak library references include a full path to assets
blend files, including the Blender version for the essentials assets files.
This means weak library references do not work across platforms and
Blender versions.

Another known limitation is that if the (linked) Brush Asset material is
edited, and there is already a local copy of it, this local copy will
remain unchanged and will be used by future strokes as well.

Ref #131186

Pull Request: https://projects.blender.org/blender/blender/pulls/134226
2025-02-18 19:46:07 +01:00
Brecht Van Lommel
1602658461 Refactor: Simplify grease pencil brush material API surface
To make changes in the following commit more clear.

Pull Request: https://projects.blender.org/blender/blender/pulls/134226
2025-02-18 19:46:07 +01:00
Brecht Van Lommel
3af82d2ea0 Fix: Preserving linked editable asset datablock fails with embedded ID
This is needed to make materials work with this system.

Pull Request: https://projects.blender.org/blender/blender/pulls/134226
2025-02-18 19:46:07 +01:00
Hans Goudey
4b6a212986 Cleanup: Formatting 2025-02-18 11:30:17 -05:00
Hans Goudey
d0a89a0950 Fix #134707: Dynamic paint brush object movement ignored
Caused by bcfe4c34da.

The code was missing a dirty tag for the positions.
2025-02-18 10:54:41 -05:00
Julian Eisel
fa4026f2bf Revert "Fix #130372: Implements memory of the previous state of eSpace_Types."
This reverts commit afec64739a.

The commit introduces a regression where opening the Asset Browser opens
the File Browser instead, same for other editor sub-types, see
blender/blender#134630.
blender/blender!134642 proposes a different solution and reverts this,
which I prefer too. Better to the revert separately from trying a
different fix for the initial bug, makes reviewing easier too.
2025-02-18 14:09:42 +01:00
Pratik Borhade
73a9a024f9 Fix #134380: Error adding a torus after hiding a collection
This reverts 06a2617107.
Commit has introduced few errors from user perspective (#134277) and
python side (#134380). Best to revert it now then handle the bug fixes later.

The error in #134380 was due to `context.layer_collection` and
`active_layer_collection` returning excluded collection.

Pull Request: https://projects.blender.org/blender/blender/pulls/134546
2025-02-18 10:05:59 +01:00
Jacques Lucke
78b5c47c46 Fix #134669: crash because of dangling socket declaration pointer 2025-02-17 12:37:23 +01:00
Campbell Barton
665b4dfbad Fix IDProperty comparison warning in debug mode
The warning to check if two numbers are nearly equal when comparing
floats didn't take negative numbers into account, causing -1.0 & 0.0
for e.g. to be considered not equal but close.
This also resolves a divide by zero.
2025-02-16 20:56:07 +11:00
Jacques Lucke
bb715caf94 Fix #134100: hair curves disappear when adding new curves without radius interpolation
The issue is that the existing curves did not have an explicitly set radius.
When adding new curves with an explicit radius, the radius of the old curves was
initialized to 0 and thus becoming invisible. This patch changes it so that all
the existing curves do get a default radius. The `radius_for_write` methods is
currently only used in places that overwrite the entire array, so adding the
default there shouldn't affect anything unintentionally.

Pull Request: https://projects.blender.org/blender/blender/pulls/134445
2025-02-14 17:41:59 +01:00
Bastien Montagne
bbebf72a33 Cleanup: Add explicit defaults to MEM_new-allocated structs with no constructors.
While not strictly needed (currently!), relying on C++ 'default
initialization' is fragile and unreliable.
2025-02-14 17:07:23 +01:00
Falk David
2cc6f7bbb5 Fix #133339: Grease Pencil: Ensure span attribute writers are valid
When calling the `lookup_or_add` functions on `MutableAttributeAccessor`
we need to make sure that the writer is actually created and the call
did not fail.

This fixes many of the instances where we would use an unchecked
attribute writer and potentially crash.

Pull Request: https://projects.blender.org/blender/blender/pulls/134413
2025-02-14 15:54:20 +01:00
Sybren A. Stüvel
62c21a0800 Fix: NLA Track Solo flag handling, in depsgraph and F-Curve iteration
This fixes the (unreported) issue where solo'ing an NLA track would only
play back animation when _any_ of the tracks were unmuted.

Some code considered a track to be muted when its `NLATRACK_MUTED` flag
was set regardless of the `NLATRACK_SOLO` flag, whereas other code did
consider the `NLATRACK_SOLO` flag.

Now all the code is consistent with what actual animation evaluation is
doing.

Pull Request: https://projects.blender.org/blender/blender/pulls/134500
2025-02-14 13:55:44 +01:00
Bastien Montagne
455d419f1e Fix (unreported) invalid C-style allocation of non-trivial C++ data. 2025-02-13 19:24:17 +01:00
Fabricio Luis
afec64739a Fix #130372: Implements memory of the previous state of eSpace_Types.
This implements the memorization of the previous state of a space's
subtype for those that have multiple modes. Introduces an optional
space_subtype_prev_get callback, implemented for SPACE_ACTION,
SPACE_FILE, SPACE_GRAPH, SPACE_IMAGE and SPACE_NODE. This means we
can always return to the previous mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/133846
2025-02-13 18:45:00 +01:00
Bastien Montagne
e30b78fec4 Fix (unreported) invalid usage of C-style allocation for non-trivial C++ data. 2025-02-13 18:41:41 +01:00
Campbell Barton
07340e1093 Docs: add code-comments to clarify bad-level include & developer only UI 2025-02-12 10:59:16 +11:00
Jacques Lucke
d28cf7a469 Fix #134283: defer freeing tree/node/socket types
Currently, tree, node and socket types are always freed immediately when the
Python code unregisters them. This is problematic, because there may still be
references to those type pointers in evaluated data owned by potentially various
depsgraphs. It's not possible to change data in these depsgraphs, because they
may be independent from the original data and might be worked on by a separate
thread. So when the type pointers are freed directly, there will be a lot of
dangling pointers in evaluated copies. Since those are used to free the nodes,
there will be a crash when the depsgraph updates. In practice, this does not
happen that often, because typically custom node tree addons are not disabled
while in use. They still used to crash often, but only when Blender exits and
unregisters all types.

The solution is to just keep the typeinfo pointers alive and free them all at
the very end. This obviously has the downside that the list of pointers we need
to keep track of can grow endlessly, however in practice that doesn't really
happen under any normal circumstances.

I'm still getting some other crashes when enabling/disabling Sverchok while
testing, but not entirely reliably and also without this patch (the crash there
happens in RNA code). So some additional work will probably be needed later to
make this work properly in all cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/134360
2025-02-11 17:25:10 +01:00
Falk David
9438597b34 Fix: Grease Pencil: Remove invisible layers from evaluated data
Previously, all the layers were part of the evaluated state, even if
they were hidden.

Hidden layers should be treated as "disabled" meaning that we should
not evaluate them and/or render them at all.

This fixes this by removing hidden layers from the evaluated data before
layer adjustments and modifier evaluation starts.

As a consequence, hidden layers are no longer accessible in Geometry
Nodes. Technically, this is a breaking change. In the unlikely case that
a user relied on hidden layers to be evaluated within modifiers, they
need to make sure that the layer is visible.

Pull Request: https://projects.blender.org/blender/blender/pulls/133973
2025-02-11 16:49:51 +01:00
Campbell Barton
4276437f05 Cleanup: quiet check_spelling_* warnings 2025-02-10 19:48:42 +11:00
Sebastian Parborg
ea380b1efe Revert "Sound: Sync up the screen refresh timer to the audio when seeking"
This reverts commit c952b12a6e.

This caused segfaults when playing back animations and seeking.
See #133542
2025-02-08 12:01:51 +01:00
Brecht Van Lommel
cfca7ac952 Fix #133943: Unnecessary image full update mark on file open
This would be done when the frame, layer, pass or view changes compared to
the previous value. But for cases like old files without these members or
loading the image datablock into a different scene, this considered the image
to be always be changed on file load.

Now always reset this state on file load, and don't consider the initial
state as an image update.

This could also happen in the middle of GPU rendering, causing the GPU
texture to be freed while still in use.

Pull Request: https://projects.blender.org/blender/blender/pulls/134198
2025-02-07 21:23:48 +01:00
Jacques Lucke
3baac1992a Fix: Nodes: handle undefined nodes more gracefully
Found while checking #134193.
2025-02-07 13:26:24 +01:00
Bastien Montagne
3cbfd26bad Fix #134212: Crash when appending into an Excluded collection.
Would only happen in some specific cases. Essentially, do not consider
an excluded collection as 'editable'.

Also refactored `BKE_collection_parent_editable_find_recursive` on the
way, as it was applying the same checks twice to all but the initial
processed collections.
2025-02-07 12:45:12 +01:00
Falk David
8c01a59411 Fix: Grease Pencil: Use ensure_selection_attribute in vgroup_select_verts
This was implemented in the kernel but it shouldn't have been.
Since the function operates at the editor level and doesn't
only work at the low-level, it should be in the `object_vgroup.cc` file
in the `editor` context.

This also means that we can use `ensure_selection_attribute` which
fixes a crash when the selection attribute is on the wrong domain.

Pull Request: https://projects.blender.org/blender/blender/pulls/134060
2025-02-07 12:22:29 +01:00
Campbell Barton
b113e848ef NDOF: implement new methods to pick the orbit-center
Note: this is a back-port from `main`, details below,
Original message:

Add support for dynamic NDOF orbit center calculation.

- When "Auto" NDOF preference is enabled:
  All visible objects in the viewport are used to calculate a
  bounding box center, if the bounds are outside the view or the center
  is behind the viewport, use a Z-Buffer test to calculate the depth in
  the middle of the region.

- When "Use Selected Items" NDOF preferences is enabled,
  calculating the bounds from the selection.

- An option to show the orbit center as a guide has also been added.

Ref !129594

Co-authored-by: Kamil Galik <kgalik@3dconnexion.com>

Back-ported as this change as this only missed the 4.4 branch by hours
and is considered an important feature for 4.4 by 3dconnexion.

This includes the following commits from main:

1a14d69498
30399fd165
3a8658958f
da8d9d989e
2a0ce11104
fb539baa89
2025-02-07 10:23:45 +11:00
Falk David
8af27ce27e Fix #133969: Crazyspace broken with bezier curves and armature modifier
The issue was that the topology of the drawing changes when the bezier
curves get resampled to poly curves in the armature modifier.
This means that the crazyspace code fails to find deformed positions
with the same length as the original positions.

The fix does multiple things:
* First, we make sure that we create an `GeometryComponentEditData` in
  weight paint mode.
* When the armature modifier runs, we remember the current positions in
  this component.
* Then, we store the curve offsets and weights _before_ converting the
   bezier curves.
* Finally we deform the positions stored in the edit hint component
   (which have the same length as the original positions).

Since the resampling just adds new points, there might be a way to
avoid running the armature deformation a second time on the edit
hints, but I'll leave that for another day as a performance improvement.
In any case, this is only done when we actually need the deformation
(e.g. in weight paint mode when we paint the weights).

Pull Request: https://projects.blender.org/blender/blender/pulls/134030
2025-02-06 11:15:32 +01:00
Thomas Dinges
8a6e3a0bd7 Release: Bump branch to 4.4 Beta.
Splash screen by Flow.
2025-02-05 11:24:33 +01:00
Campbell Barton
3952c58183 Fix buffer overflow from an one error accessing environment variables 2025-02-05 19:08:58 +11:00
Campbell Barton
df3d1bf506 Cleanup: use const arguments & variables where appropriate 2025-02-05 14:38:56 +11:00
Hans Goudey
fc1fe4e78c Cleanup: Rename object materials "test" functions
"test" wasn't descriptive. Rename that part to "sync_length".
Also expose documentation from the function implementation
to describe what the functions do.

Pull Request: https://projects.blender.org/blender/blender/pulls/134058
2025-02-04 17:46:08 +01:00
Falk David
b760c5d6ef Cleanup: Grease Pencil: Add comments about attributes assumptions
In some places of the code we expect some attributes to not exist
and therefore always be created successfully.
2025-02-04 17:42:23 +01:00
Sebastian Parborg
c952b12a6e Sound: Sync up the screen refresh timer to the audio when seeking
This fixes the case when the screen update timer would not be reset
when seeking leading to screen updates happening mid frame.
For example when jumping to a keyframe during playback.

Note that this doesn't reset the timer when no audio is playing.
It would be nice to have it happen there as well. But it is probably not
too noticeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/133542
2025-02-04 15:30:20 +01:00
Pratik Borhade
97a1b9b473 Fix #134003: Grease Pencil: Deleting vgroup shifts other vgroup content
`def_nr` is decremented twice, this results in shuffling of vgroupdata.
`remove_from_vertex_group` should only deal with weights and not tweak
`def_nr` as defgroup name index is updated in `remove_defgroup_index`
after deletion of selected vgroup. So just remove the code from
`remove_from_vertex_group`.

Pull Request: https://projects.blender.org/blender/blender/pulls/134015
2025-02-04 12:40:44 +01:00
Pratik Borhade
ac27bd16db Fix: Grease Pencil: Debug build error when armature is parent
Error is about accessing value of nullopt optional `vert_coords_prev`.
This occurs when armature is parented to grease pencil object.

Pull Request: https://projects.blender.org/blender/blender/pulls/134016
2025-02-04 11:12:40 +01:00
Sean Kim
adda1b085b Cleanup: Remove no longer relevant assert
Missed in 1b80125a67

With the above commit, this assert and comment is no longer relevant, we
now clean up `ustack->step_init` if it is set.

Pull Request: https://projects.blender.org/blender/blender/pulls/133993
2025-02-03 23:33:11 +01:00
Hans Goudey
4e18ebee1b Cleanup: Make paint BVH update tags proper private members
Move some functions to be methods of pbvh::Tree instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/133989
2025-02-03 19:36:33 +01:00
Julian Eisel
1f88645728 UI: Draw loading icon while previews load
Show a dimmed loading icon while previews are being loaded in a
background thread. The asset shelf and asset/file browsers do this
similarly already.

This is implemented in drawing code, so the loading icon will always
appear when an in-progress preview is being drawn. I experimented with
doing this in `ui_def_but_icon()`, but this won't update correctly with
popups that don't support full refreshing.

This also makes any normal icon that is drawn as preview use the normal
icon size. These icons are usually made for smaller sizes and look very
outblown when displayed at the size of a preview. Yet it's useful to
sometimes pass a normal icon. E.g. for the asset shelf we would already
draw the data-block type icon in place of the preview if there was no
preview to display, and we'd use the normal, smaller size already.
Larger can still be drawn differently.
I don't know of any current cases this would affect though.

Pull Request: https://projects.blender.org/blender/blender/pulls/133880
2025-02-03 16:03:06 +01:00
Julian Eisel
7acd7e1246 UI: Rewrite asset shelf preview loading
- Fixes preview flickering on actions like undo/redo in the asset shelf (#93726), not yet for the
  file browser.
- Fixes #130861.

Makes the asset shelf use the asynchronous preview loading system of the UI instead of the file
browser one. The issues above where mostly caused by the file browser caching design.

The asset system and its UIs can now manage previews independently of the file browser back-end.
This is another step towards making the asset system independent of the file browser, see
https://developer.blender.org/docs/features/asset_system/fundamentals/from_file_browser_to_asset_system/.
Code to query asset previews through file browser types is removed.

Quite some work was done to prepare the UI preview system for this, to make it on par with the file
browser preview system. E.g.: 9d83061ed4, 315e7e04a8, 5055adc1c0, 16ab6111f7.

Note that the same change should be done to the asset/file browser, but this requires more work.

Pull Request: https://projects.blender.org/blender/blender/pulls/131871
2025-02-03 13:13:53 +01:00
Lukas Tönne
dc8b2c4bf7 Fix #133096: Specialized function to copy Grease Pencil layers from other objects
Grease Pencil layers can only be duplicated on the same object. Duplicating layers
from other objects will not insert the drawings into the target object and just
assume that drawing indices remain valid, which is not the case. The subsequent
drawing index user update crashes Blender.

This fix adds a new `copy_frames_from_layer` function that makes a full copy
of layer data, regardless of where that layer originates from. This is safe to use
with layers that live in other objects.

Pull Request: https://projects.blender.org/blender/blender/pulls/133722
2025-02-03 11:00:16 +01:00
Jesse Yurkovich
3c9a71b46f Fix #132465: Align Alembic/USD crease values with that of OpenSubdiv
In order to better interop with the broader Alembic/USD ecosystem, align
the crease values we export with what we believe is expected by native
OpenSubdiv, a 0-10 range.

On import we will translate the native OpenSubdiv range back into
Blender's 0-1 range.

To account for SubD assets produced by Blender before this change, a
compat check is put in place for both Alembic and USD to use the old
methodology when encountering such files. The compat check makes use
of the Blender version we place inside the format's metadata fields. Old
assets loaded into a new Blender will look ok. New assets loaded into an
old Blender would need to be reworked.

Pull Request: https://projects.blender.org/blender/blender/pulls/132582
2025-02-03 04:38:58 +01:00
Campbell Barton
36531006da Cleanup: use const pointer for the gravity vector 2025-02-02 13:58:34 +11:00
Hans Goudey
59f9e93413 Mesh: Avoid computing vertex normals for corner normals
The algorithm to calculate face corner normals had a vertex normal
input, with the intention to pre-populate corner normals for vertices
with no sharp connected edges. However corner normals are calculated
separately for these fully sharp vertices later anyway, so this whole
step was completely redundant. Removing the vertex normals calculation
reduces memory usage and improves performance. In a test file with a
character with custom normals, this changed improved the playback FPS
by 15%, from 41 to 47 FPS. The impact will usually be lower than that
but it should be noticeable in other scenes too.

Pull Request: https://projects.blender.org/blender/blender/pulls/133884
2025-01-31 19:59:28 +01:00