It always was functionality which got committed without proper review
by the module or UI/UX team. It has all sort of UX problems, but it is
also something that will be tricky to support for HDR drawing.
To brings things to a more manageable state the functionality is now
removed.
Adds custom knots support to Split operator. Works very well if the
selection starts and ends with clamped control points (knots repeated
`order - 1` times). In other cases some geometry is lost compared to
the original curve.
Pull Request: https://projects.blender.org/blender/blender/pulls/138230
On Windows and Mac (and with certain backends on Linux), Blender would
always appear to be playing back audio even if there was no timeline
playback. This would sometimes prevent devices from going to sleep or
going into lower power state modes when idling.
For the affected audio backends, we now automatically close the audio
backend after 30 seconds of inactivity.
Pull Request: https://projects.blender.org/blender/blender/pulls/136845
This is caused by the pointcloud attribute header not being added
to the volume shader.
The fix is to make volume shaders not require volume attribute
for geometry types that do not support it.
Pull Request: https://projects.blender.org/blender/blender/pulls/138212
Allows basic support for using `namespace X {}` and `X::symbol`
syntax.
Benefit:
- More sharing possible with host C++ code.
- Isolation of symbols when including shader files as C++.
Requirements:
- Nesting must be done using `namespace A::B{}` rather than
`namespace A{ namespace B {}}`, which is unsupported.
- No support for `using namespace`.
- Support of `using X` and `using X = Y` inside of function scope.
- Support of `using X` and `using X = Y` inside of namespace scope.
However, this is only to bring symbols from the same namespace
declared in another block (potentially inside another file).
- Only support namespace elision for symbols defined and used
inside of the same namespace scope.
Note that this is currently limited to blender GLSL files and
not for the shared headers. This is because we need to port a lot
of code to use namespaces before allowing this.
### Follow Up:
Nesting like `namespace A{ namespace B {}}` shouldn't be hard to
support and could be added if needed.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/137445
With `MESH_OT` prefix, the shortcut was added to wrong
keymap ("object mode", see: `WM_keymap_guess_opname`).
idname of following operations has been changed, they are
only exposed in sculpt mode UI (also see their poll function:
`geometry_extract_poll`):
- `face_set_extract`
- `paint_mask_extract`
- `paint_mask_slice`
Pull Request: https://projects.blender.org/blender/blender/pulls/133852
Added a new operator `OBJECT_OT_material_slot_remove_all`
that removes all materials from the material slots of selected objects
This was inspired by a request proposal on RCS.
Pull Request: https://projects.blender.org/blender/blender/pulls/138402
A frame label that is hidden by links is not all that helpful.
On the other hand, if a link is partially hidden by a frame label,
that's typically not a problem at all.
This patch adds a new `BLI_mutex.hh` header which adds `blender::Mutex` as alias
for either `tbb::mutex` or `std::mutex` depending on whether TBB is enabled.
Description copied from the patch:
```
/**
* blender::Mutex should be used as the default mutex in Blender. It implements a subset of the API
* of std::mutex but has overall better guaranteed properties. It can be used with RAII helpers
* like std::lock_guard. However, it is not compatible with e.g. std::condition_variable. So one
* still has to use std::mutex for that case.
*
* The mutex provided by TBB has these properties:
* - It's as fast as a spin-lock in the non-contended case, i.e. when no other thread is trying to
* lock the mutex at the same time.
* - In the contended case, it spins a couple of times but then blocks to avoid draining system
* resources by spinning for a long time.
* - It's only 1 byte large, compared to e.g. 40 bytes when using the std::mutex of GCC. This makes
* it more feasible to have many smaller mutexes which can improve scalability of algorithms
* compared to using fewer larger mutexes. Also it just reduces "memory slop" across Blender.
* - It is *not* a fair mutex, i.e. it's not guaranteed that a thread will ever be able to lock the
* mutex when there are always more than one threads that try to lock it. In the majority of
* cases, using a fair mutex just causes extra overhead without any benefit. std::mutex is not
* guaranteed to be fair either.
*/
```
The performance benchmark suggests that the impact is negilible in almost
all cases. The only benchmarks that show interesting behavior are the once
testing foreach zones in Geometry Nodes. These tests are explicitly testing
overhead, which I still have to reduce over time. So it's not unexpected that
changing the mutex has an impact there. What's interesting is that on macos the
performance improves a lot while on linux it gets worse. Since that overhead
should eventually be removed almost entirely, I don't really consider that
blocking.
Links:
* Documentation of different mutex flavors in TBB:
https://www.intel.com/content/www/us/en/docs/onetbb/developer-guide-api-reference/2021-12/mutex-flavors.html
* Older implementation of a similar mutex by me:
https://archive.blender.org/developer/differential/0016/0016711/index.html
* Interesting read regarding how a mutex can be this small:
https://webkit.org/blog/6161/locking-in-webkit/
Pull Request: https://projects.blender.org/blender/blender/pulls/138370
We recently started using blenloader code in blendthumb to avoid having to
reimplement some parts of .blend file parsing. While this works, it has the side
effect that on Windows referencing blenloader code increased the binary size of
blendthumb from < 1MB to ~75 MB. That happens because this dependency drags
along lots of other code which effectively is unused, but the compiler is unable
to remove it.
There didn't seem to be a simple solution to make msvc optimize the unused code
away. This patch solves the issue by extracting the shared code into a separate
`blenloader_core` module which does not depend on the rest of Blender (except
blenlib). Therefore, using this new module in blendthumb does not drag along all
the other dependencies, bring its file size back down.
In the future, more code may be moved from blenloader to blenloader_core, but
for now I extracted these two headers:
* `BLO_core_bhead.hh`: Various `BHead` types and related parsing functions.
* `BLO_core_blend_header.hh`: Parsing of the header at the beginning of .blend
files.
Pull Request: https://projects.blender.org/blender/blender/pulls/138371
This is loosely related to #136285, which allows changing numerical
values while in text entry mode. Outside of that, just hovering over
numerical inputs we are currently able to increment and decrement by
Ctrl + Mouse Wheel. This works for integers, floats, sliders. Current
code also allows cycling through expanded enums. This PR extends that
so Ctrl + Mouse Wheel also changes toggles and checkboxes and also
changes values inside of strings.
---
[2/4] Don't increment string if blank
---
[3/4] Use dynamic strings.
---
[4/4] Use ui_but_string_get_ex and ui_but_string_get_dynamic
Ref: !138344
While the function `ED_view3d_dist_range_get` was meant to calculate
the range for `RegionView3D::dist` the minimum value was often clamped
by the clip-start instead.
Move this into a function and improve doc-strings in this area
to clarify the conventions viewport zoom is expected to follow.
- Rename `ED_view3d_dist_range_get` to `ED_view3d_dist_soft_range_get`
since it's not an error when the `dist` is outside this range.
- Return `Bounds<float>` instead of taking a return argument.
- Take a `use_persp_range` argument to avoid re-assigning
the minimum in some cases.
- Add `ED_view3d_dist_soft_min_get` since it's common for
only the minimum to be used (replace inline `v3d->clip_start * 1.5f`).
This converts the public uiLayoutPanelPropWithBoolHeader function to an
object oriented API (`uiLayout::panel_prop_with_bool_header`), following
similar changes to the uiLayout API.
Pull Request: https://projects.blender.org/blender/blender/pulls/138523
Several small improvements to the layout of the search menu:
* Avoid the separator arrow on highlighted items being cutoff
* Properly center and prevent overlap of the scroll indicator
arrows at the top and bottom
* Improve robustness with different zoom levels
* Overall more unified spacing and margins
This patch was originally authored by Yevgeny Makarov (@jenkm).
Pull Request: https://projects.blender.org/blender/blender/pulls/112422
When not all the meshes referenced by the instances recursively
are realized because of the limit of the depth input, and those
meshes have vertex groups, a crash is possible because of an
un-checked VectorSet lookup. `all_meshes_info.order` includes
all meshes regardless of the depth and mask arguments.
Pull Request: https://projects.blender.org/blender/blender/pulls/138519
The size of preview images while dragging from File or Asset Browser is
currently related to the size that they are shown in the thumbnail
lists, sort of, but also based on the column size and with an incorrect
scaling. This PR just makes them a consistent size while dragging,
regardless of their thumbnail size.
Pull Request: https://projects.blender.org/blender/blender/pulls/138350
Patch #137802 made VSE zoom levels constant when resizing the area,
choosing to also align the V2D to the left when horizontally resizing.
This had the added side-effect of causing zooming to be left-aligned. The
fix was attempted in #138041 (and subsequent commit 385a8a4d6a).
However, the versioning code to add the fix (`V2D_ZOOM_IGNORE_KEEPOFS` flag)
was included in the original versioning block instead of a new one. This
meant that newly saved files during the bug did not get the fix applied.
Fix by moving that flag application to a new versioning block.
Pull Request: https://projects.blender.org/blender/blender/pulls/138424
The GLSL processor appears to dislike a member named "select" when a function named "select" exists.
The member has been renamed to object_select to avoid collisions.
Pull Request: https://projects.blender.org/blender/blender/pulls/138466
These attributes are handled specifically in execute_instances_tasks
anyway so the generic code path doesn't make sense. Referencing
those attributes is incorrect since the temporary geometry set built
for collections goes out of scope after foreach_geometry_in_reference.
Part of #138279
Pull Request: https://projects.blender.org/blender/blender/pulls/138508
The special case that just returns a span was incorrect on the point
domain. It shouldn't apply in that case since the input indices are
meant to be curve indices.
Pull Request: https://projects.blender.org/blender/blender/pulls/138506
Symptoms were drivers still being active while others seemingly
disabled. Indices in the RNA path up to the `ANIM_remove_driver` call
are correct, so it is not entirely clear to me why this goes wrong, but
forcing an update by tagging animation resolves the issue.
NOTE from @dr.sybren : Without this fix, the old copy-for-evaluation
is still there, which still has the driver (because it's a copy)
NOTE: seems we are not handling ND_FCURVES_ORDER anywhere?
Pull Request: https://projects.blender.org/blender/blender/pulls/138490
This converts the public `uiLayoutPanelProp` function to an object oriented
API (`uiLayout::panel_prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
Pull Request: https://projects.blender.org/blender/blender/pulls/138501
Avoid initializing passes (and requesting their shaders) unless they're
actually needed.
Reduces the number of compiled Overlay shaders at startup
from 70 to 22.
Improves startup times.
Pull Request: https://projects.blender.org/blender/blender/pulls/138457
OpenVDB has a voxel size limit defined by the determinant of the grid
transform, which is equivalent to a uniform voxel size of
`sqrt3(3e-15) ~= 1.44e-5`.
The `mesh_to_density_grid` function was using an arbitrary threshold of
`1.0e-5` for the uniform voxel size.
In this case the voxel size is `~1.343e-5` so it passes the Blender
threshold but crashes in OpenVDB.
This fix adds some convenience functions to check for valid grid voxel
size and transform based on the same determinant metric. This is now
employed consistently in the mesh_to_density_grid, mesh_to_sdf_grid, and
points_to_sdf_grid functions to avoid exceptions in OpenVDB.
MOD_volume_to_mesh, node_geo_volume_to_mesh, BKE_mesh_remesh_voxel have
not been modified, since they have their own error checks with larger
thresholds.
Pull Request: https://projects.blender.org/blender/blender/pulls/138481
The "Active Element" node would return early if the mode was
not `OB_MODE_EDIT`.
For Grease Pencil, we want to be able to query the active layer index
from any mode.
This changes the logic to only return early for the `Point`, `Edge`,
and `Face` element if the mode is not edit mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/138491
This avoid manual code duplication and readability issues.
This is implemented as simple copy pasting of the function
with the different argument count, calling the overload with
the next argument count for each overload.
A `#line` directive is added to each line make sure errors
still make sense and refer to the original line.
Example:
```cpp
int func(int a, int b = 0, const int2 c = int2(1, 0))
{
/* ... */
}
```
Gets expanded to:
```cpp
int func(int a, int b, const int c)
{
/* ... */
}
int func(int a, int b)
{
return func(a, b, int2(1, 0));
}
int func(int a)
{
return func(a, 0);
}
```
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/138254
Changing the ndof-center without changing `rv3d->dist` can cause a
strange situation when ndof-center can move from a closer object to
orbiting around an object that's farther away - however it's impossible
to zoom to that object.
Ref: !138096
These functions are trivial and shouldn't add the cost of a call.
They appeared in profiles, which they shouldn't since they mostly
just return access to member variables. Inlining them reduces
the backend's overhead when sculpting.
Also reserve a Vector before repeated appending.
Pull Request: https://projects.blender.org/blender/blender/pulls/138349
In the `grease_pencil_wire_batch_ensure` when computing the indices,
the function was using `points_by_curve` instead of
`evaluated_points_by_curve`.
Now the correct indices are used.
Pull Request: https://projects.blender.org/blender/blender/pulls/138489
Implementation of #137341
This adds support for using references to any variable in a local scope
inside the shader codebase.
Example:
```cpp
int a = 0;
int &b = a;
b++; /* a == 1 */
```
Using `auto` is supported for reference definition as the type is not
preserved by the copy paste procedure. Type checking is done by the
C++ shader compilation or after the copy paste procedure during shader
compilation. `auto` is still unsupported for other variable declarations.
Reference to opaque types (`image`, `sampler`) are supported since
they are never really assigned to a temp variable.
This implements all safety feature related to the implementation being
copy pasting the definition string. That is:
- No `--`, `++` operators.
- No function calls.
- Array subscript index needs to be int constants or constant variable.
The copy pasting does not replace member access:
`auto &a = b; a.a = c;` becomes `b.a = c;`
The copy pasting does not replace function calls:
`auto &a = b; a = a();` becomes `b = a();`
While limited, this already allows for nicer syntax (aliasing) for
accessing SSBOs and the potential overhead of a copy semantic:
```cpp
ViewMatrices matrices = drw_view_buf[0];
matrices.viewmat = float4x4(1);
drw_view_buf[0] = matrices;
```
Can now be written as;
```cpp
ViewMatrices &matrices = drw_view_buf[0];
matrices.viewmat = float4x4(1);
```
Which expands to;
```cpp
drw_view_buf[0].viewmat = float4x4(1);
```
Note that the reference semantic is not carried through function call
because arguments are transformed to `inout` in GLSL. `inout` has
copy semantic but it is often implemented as reference by some
implementations.
Another important note is that this copy-pasting doesn't check if a
symbol is a variable. It can match a typename. But given that our
typenames have different capitalizations style this is unlikely to be
an issue. If that issue arise, we can add a check for it.
Rel #137446
Pull Request: https://projects.blender.org/blender/blender/pulls/138412
Blender would crash in the "Set Spline Resolution" when the
Grease Pencil object had a bezier curve and the resolution is
changed.
This was because the triangle cache of the drawing wasn't
recomputed after the number of evaluated points changed.
This patch ensures that the "Show In Front" and "Use Lights" options
in the Grease Pencil Add operator are respected for all object types,
not just those using the Line Art modifier (e.g. GREASE_PENCIL_LINEART_*).
Pull Request: https://projects.blender.org/blender/blender/pulls/138422