Update .glb / .gltf extension
Part of #122783
Still remaining the change of default (grayed) value if user didn't set filepath yet
But not sure this can be accessible from python API
When a file is created with pre- 4.2 version, but is open with 4.2 version:
We can now detect the automatically created node setup
Wrong for the exact value of the cutoff, but better than nothing to get it detected
Based on feedback in !122727, include previously built-in add-ons
in the built-in extensions panel even if there is no support for
adding it back via the extensions repository.
The translation extraction goes through each keyconfig preset file and
activates it in order to extract its messages. This change makes it
restore the original config, otherwise it would end up switching to
Industry Compatible.
Pull Request: https://projects.blender.org/blender/blender/pulls/122789
This groups all the add-ons from 4.1 which were enabled but are no
longer distributed with Blender and provides an easy way for users to
install them. This panel is collapsed by default.
Ref !122727
Co-authored-by: Dalai Felinto <dalai@blender.org>
Since import images as mesh planes operator was added recently in core
Blender, it is now easy to also support converting image empties to mesh
planes by reusing the same code.
This results in a fast workflow where you can use Blender's drag & drop
& align feature for reference images, and quickly turn them into meshes
without registering second file handler and clicking anything before
import is finished.
Ref !122546
This is the first commit of the several required to support
subprocess-based parallel compilation on OpenGL.
This provides the base API and implementation, and exposes the max
subprocesses setting on the UI, but it's not used by any code yet.
More information and the rest of the code can be found in #121925.
This one includes:
- A new `GPU_shader_batch` API that allows requesting the compilation
of multiple shaders at once, allowing GPU backed to compile them in
parallel and asynchronously without blocking the Blender UI.
- A virtual `ShaderCompiler` class that backends can use to add their
own implementation.
- A `ShaderCompilerGeneric` class that implements synchronous/blocking
compilation of batches for backends that don't have their own
implementation yet.
- A `GLShaderCompiler` that supports parallel compilation using
subprocesses.
- A new `BLI_subprocess` API, including IPC (required for the
`GLShaderCompiler` implementation).
- The implementation of the subprocess program in
`GPU_compilation_subprocess`.
- A new `Max Shader Compilation Subprocesses` option in
`Preferences > System > Memory & Limits` to enable parallel shader
compilation and the max number of subprocesses to allocate (each
subprocess has a relatively high memory footprint).
Implementation Overview:
There's a single `GLShaderCompiler` shared by all OpenGL contexts.
This class stores a pool of up to `GCaps.max_parallel_compilations`
subprocesses that can be used for compilation.
Each subprocess has a shared memory pool used for sending the shader
source code from the main Blender process and for receiving the already
compiled shader binary from the subprocess. This is synchronized using
a series of shared semaphores.
The subprocesses maintain a shader cache on disk inside a
`BLENDER_SHADER_CACHE` folder at the OS temporary folder.
Shaders that fail to compile are tried to be compiled again locally for
proper error reports.
Hanged subprocesses are currently detected using a timeout of 30s.
Pull Request: https://projects.blender.org/blender/blender/pulls/122232
Previously, the "Simplify" option was a world space distance threshold.
This meant that zooming in and out of the view changed the way
this option behaved. There were complaints from artists about this.
This change improves two things:
* The simplify algorithm uses the screen space coordinates rather than the
3D positions.
* The UI setting is in pixels making it much easier to tweak (no need
for values in the 1e-4 range).
Pull Request: https://projects.blender.org/blender/blender/pulls/122719
The "active_file" context member as a way to get the active asset should be
avoided, in favor of "asset". This moves us away from the file browser backend
as basis of the asset system,
Add an overlay option to automatically display a label on reroute nodes.
This automatic label is propagated through chained reroute nodes and
is based on the explicit label of linked reroute nodes.
The automatic label is dimmed to distinguish it from manually set ones.
Pull Request: https://projects.blender.org/blender/blender/pulls/113368
Replace LZMA with ZLIB compression as default tools on Linux & Windows
can't decompress these ZIP files and some users wish to open and inspect
the extensions.
While LZMA has the potential for significantly better compression it
turns out the actual gains were marginal for extensions that contain
many Python files (compared with `tar.lzma`) because each file is
compressed individually, see #122710.
Scanning the file-system for paths to include didn't detect cases when
explicitly included paths (such as wheels) were missing.
Change the logic to build a list of paths which is merged with pattern
matched paths (de-duplicating), then add all files into the ZIP.
Any missing paths will raise an error.
We don't do anything with the content of the dictionary yet (the reason
why each permission is required. But Blender can talk again with the
extensions server.
This still requires changes on the validation and build and
server_generate commands. To be tackled separately.
Light redesign of the extension/add-on list item.
The last time this layout was updated was in Blender 2.5, when text was
usually left-aligned, and add-ons preferences weren't streamlined yet.
The goal is to keep a familiar look, while making some improvements to
organization such as group actions (install/uninstall, buttons to external sources
like website, documentation, report a bug).
Detail images available in the pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/122726