Thickness modifier ported to Grease Pencil v3.
Note: Uniform thickness range and UI step changed to better
match new thickness of blender unit.

Pull Request: https://projects.blender.org/blender/blender/pulls/117631
Smooth modifier ported to Grease Pencil 3.0
Exposed `smooth_curve_attribute()` from `grease_pencil_edit.cc`
to achieve the smoothing effect. It will not be the exact same result
as the old algorithm.
Pull Request: https://projects.blender.org/blender/blender/pulls/116975
Splits the flag `..._FLAG_INSERTNEEDED` between autokey and
manual keying. The fact that this flag was shared between the two
systems has been the cause of issues in the past. It wouldn't
let you insert a keyframe even though you explicitly used an operator
to do so.
In order to be clearer what options are used where, the user preferences
have been reordered.
By default "Only Insert Needed" will be enabled for auto-keying, but not for manual keying.
The versioning code will enable both if it was enabled previously.
# Code side changes
The keying system has flags that define the behavior
when keys are inserted. Some of those flags were shared
between keying and auto-keying. Some were only used for
auto-keying.
To clarify that, prefix flags that used exclusively in one or the other
system with `AUTOKEY`/`MANUALKEY`
Also the flag name on the user preferences and the tool settings was renamed.
Previously it was called `autokey_flag`. To indicated that it is not only used
for autokeying, rename it `keying_flag`.
Fixes: #73773
Pull Request: https://projects.blender.org/blender/blender/pulls/115525
Opacity modifier implementation based on GP2.
Functionality is largely unchanged.
_Color Mode_ is either `Stroke` or `Fill` for modifying color opacity or
`Hardness`.
_Uniform Opacity_ does two things at once (!):
- Sets the same opacity value for every point in a stroke.
- Sets opacity as an absolute value rather than a factor.
_Weight as Factor_ (button to the right of Opacity Factor): Use the
vertex group as opacity __factor__ rather than an overall __influence__.
This is confusing and hard to convey, but copies behavior from GP2.
The _Influence_ panel contains the same filter settings as the GP2
modifier, with some small changes:
- _Layer_ selects only strokes in the respective layer (with an _Invert_
option)
- _Material_ selects only points with the respective material (with an
_Invert_ option)
- _Layer Pass_ and _Material Pass_ select only strokes/points which are
rendered in the respective pass.
_Note 1: Layers don't have UI for setting a pass yet, this will be a
generic layer attribute. This can be set through the API for testing._
_Note 2: In GP2 a pass value of zero was used to disable pass filters.
Since zero is a valid pass ID an explicit flag has been added for the
purpose of turning pass filters on and off._
- _Vertex Group_: This can be used as an additional influence filter on
points. If _Weight as Factor_ is enable the vertex group instead
replaces the opacity factor. In _Fill_ mode the vertex group weight of
the stroke's first point is used as influence for the entire stroke.
- _Custom Curve_ is another possible influence factor per point. The
curve input value is the relative position of a point along its
stroke.
The Influence settings have been moved into a separate DNA struct, which
should help with reusability in various modifiers. Various utility
functions can be found int `MOD_grease_pencil_util.hh` for handling
influence settings and generating `IndexMasks` for modernized C++ code.
Pull Request: https://projects.blender.org/blender/blender/pulls/116946
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
There are some tragic design flaws with the Microsoft STL
implementation of `std::dequeue`. Unless we implement our
own similar data structure or use an implementation from
another library, the change isn't worth it.
This reverts commit b26cd6a4b9.
This reverts commit cc11ba33d9.
This reverts commit c929d75054.
This reverts commit bd3d5a750d.
GSQueue dates back over 21 years, past the initial git commit. Nowadays
we generally prefer to use data structures from the C++ standard library
or our own C++ data structures. Previous commits replaced this container
with `std::queue` in a few areas. Now it is unused and can be removed.
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.
Pull Request: https://projects.blender.org/blender/blender/pulls/116350
This adds a new `Bake` node which allows saving and loading intermediate geometries.
Typical use cases we want address with this currently are:
* Bake some data for use with a render engine.
* Bake parts of the node tree explicitly for better performance.
For now, the format that is written to disk is not considered to be an import/export format.
It's not guaranteed that data written with one Blender version can be read by another
Blender version. For that it's better to use proper interchange formats. Better support for
those will be added eventually as well. We also plan an `Import Bake` node that allows
reading the blender-specific baked data independent of the Bake node and at different frames.
The baking works very similar to the baking in the simulation zone (UI and implementation
wise). Major differences are:
* The Bake node has a `Bake Still` and `Bake Animation` mode.
* The Bake node doesn't do automatic caching.
Implementation details:
* Refactored how we create the Python operators for moving socket items so that it also
makes sense for non-zones.
* The `ModifierCache` stores an independent map of `SimulationNodeCache` and
`BakeNodeCache`, but both share a common data structure for the actually baked data.
* For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make
sure that the node is baked even if it's currently not connected to the output.
* Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used
during baking. It's necessary because I want to evaluate the object again even though none
of its inputs changed. The reevaluation is necessary to create the baked data. Using
`DEG_id_tag_update` technically works as well, but has the problem that it also uses the
`DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches
which shouldn't happen here.
* Slightly refactored the timeline drawing so that it can also show the baked ranges of
Bake nodes. It does not show anything for baked nodes with a in Still mode though.
* The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the
code easier to follow compared to the previous nested
`ObjectBakeData > ModifierBakeData > NodeBakeData` data structure.
* The bake operators are disabled when the .blend file is not yet saved. This is technically
only necessary when the bake path depends on the .blend file path but seems ok to force
the user anyway (otherwise the bake path may be lost as well if it's set explicitly).
* The same operators are used to bake and delete single bakes in `Bake` nodes and
`Simulation Zones`. On top of that, there are separate operators of baking and deleting all
simulation bakes (those ignore bake nodes).
* The `Bake` node remembers which inputs have been fields and thus may be baked as attributes.
For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data
may still contain attribute data, even if the inputs to the bake node are disconnected.
* Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes
evaluation from the outside (from the modifier only currently). This is done by providing the
new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes.
Next Steps (mostly because they also involve simulations):
* Visualize nodes that have not been evaluated in the last evaluation.
* Fix issue with seemingly loosing baked data after undo.
* Improve error handling when baked data is not found.
* Show bake node in link drag search.
* Higher level tools for managing bakes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115466
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.
Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it
Pull Request: https://projects.blender.org/blender/blender/pulls/113957
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
Currently retiming is quite awkward, when you need to retime multiple
strips strips in sync. It is possible to use meta strips, but this is
still not great. This is resolved by implementing selection.
General changes:
Gizmos are removed, since they are designed to operate only on active
strip and don't support selection.
Transform operator code is implemented for retiming data, which allows
more sophisticated manipulation.
Instead of drawing marker-like symbols, keyframes are drawn to
represent retiming data. Retiming handles are now called keys. To have
consistent names, DNA structures have been renamed.
Retiming data is drawn on strip as overlay.
UI changes:
Retiming tool is removed. To edit retiming data, press Ctrl + R, select
a key and move it. When retiming is edited, retiming menu and
context menu shows more relevant features, like making transitions.
Strip and retiming key selection can not be combined. It is possible to
use box select operator to select keys, if any key is selected.
Otherwise strips are selected.
Adding retiming keys is possible with I shortcut or from menu.
Retiming keys are always drawn at strip left and right boundary. These
keys do not really exist until they are selected. This is to simplify
retiming of strips that are resized. These keys are called "fake keys"
in code.
API changes:
Functions, properties and types related to retiming handles are renamed
to retiming keys:
retiming_handle_add() -> retiming_key_add()
retiming_handle_move() -> retiming_key_move()
retiming_handle_remove() -> retiming_key_remove()
retiming_handles -> retiming_keys
RetimingHandle -> RetimingKey
Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`.
Pull Request: https://projects.blender.org/blender/blender/pulls/109044
It was already called that way in the UI, since it's referring to a
behavior, not a type. Update the code to match that. Note that this is
a BPY compatibility breaking change for 4.0.
Avoid confusion when checking for DNA members by using the names
in DNA headers ("Light" instead of "Lamp" for e.g.)
Internally SDNA stores names without aliases for compatibility.
The intention with aliasing DNA names is for `dna_rename_defs.h`
to be the only place where the non-aliased names needed to be referenced
however versioning checks also needed to reference the old names.
This wasn't obvious, causing mistakes in versioning checks (now fixed):
- SpaceOutliner::filter
- BrushGpencilSettings::hardness
- bGPDstroke::hardness
Details:
- Alias lookup tables are now ensured for BlendFileData::filesdna.
- DNA_struct_exists & DNA_struct_member_exists now use aliased names
in versioning code.
Use with_alias / without_alias suffix for functions
so it's clear which is intended (no functional changes).
Add macros for versioning checks to avoid noisy changes,
currently they use the non-aliased versions of these functions
but should eventually be moved to use the aliased versions because
it's confusing to use the original names when these should only need
to be referenced from `dna_rename_defs.h`.
Name the lookup functions to make it clear they are versions of the
non-aliased functions that use an alias.
Prepare for explicit with/without alias versions of functions.
Rename for clarity in preparation for further refactoring.
Remove the need for `_nr` in function names.
- Rename *_find() functions to *_exists() since they returned a boolean.
- Rename *_find_nr() functions to *_find().
- Rename *_struct_elem_* to *_struct_member_*.
- Rename DNA_elem_size_nr -> DNA_struct_member_size.
- Rename DNA_elem_offset -> DNA_struct_member_offset_by_name.
Part 3/3 of #109135, #110272
Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.
The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces
All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.
Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.
The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.
A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.
This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).
Pull Request: https://projects.blender.org/blender/blender/pulls/111348
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.
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
Support name-spaced add-ons, exposed via user configurable extension
repositories.
Directories for add-ons can be added at run-time and are name-spaced to
avoid name-collisions with Python modules or add-ons from other
repositories.
This is exposed as an experimental feature "Extension Repositories".
Details:
- A `bUserExtensionRepo` type which represents a repository which is
listed in the add-ons repository.
- `JunctionModuleHandle` class to manage a package with sub-modules
which can point to arbitrary locations.
- `bpy.app.handlers._extension_repos_update_{pre/post}` internal
callbacks run before/after changes to extension repositories,
callbacks are used to sync the changes to the Python package that
exposes these to add-ons.
- The size of an add-on name has been increased so a user-defined package
prefix can be included without enforcing shorter add-on names.
- Functionality relating to package management has been left out of this
change and will be developed separately.
Further work:
- While a repository can be renamed, enabled add-ons aren't renamed.
Eventually we might want to support this although we could also
disallow renaming repositories with add-ons enabled as the name isn't
all that significant.
- Removing a repository should remove all the add-ons located in this
repository.
- Sub-module names are currently restricted to `[A-Za-z]+[A-Za-z0-9_]*`
we might want to relax this to allow unicode characters (we might
still want to disallow `-` or any characters that would prevent
attribute access in code).
Ref !110869.
Reviewed By: brecht
Implements the rest of #101689, after 5e9ea9243b.
- `vdata` -> `vert_data`
- `edata` -> `edge_data`
- `pdata` -> `face_data`
- `ldata` -> `loop_data`
A deeper rename of `loop` to `corner` will be proposed as a next
step, and renaming `totvert` and `totedge` can be done separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/110432