Commit Graph

123213 Commits

Author SHA1 Message Date
Habib Gahbiche
2e8d5a238e Cleanup: Description for deprecated use_nodes
Pull Request: https://projects.blender.org/blender/blender/pulls/146721
2025-09-24 18:41:50 +02:00
Clément Foucault
34e5f0a4a6 Fix #146281: Overlay: Uninitialized data in Paint Mask
The early out case did not initialize the data.

This caused garbage data to be used for the visibility
flag, producing inconsistent result.

Pull Request: https://projects.blender.org/blender/blender/pulls/146704
2025-09-24 17:26:50 +02:00
Hans Goudey
fd76bfdd46 Fix #146350: Mesh edit "reverse/rotate colors" crash
MeshRuntime was null but required by the implementation
of the attribute API. This code is much hackier than necessary
anyway and should just use BMesh CustomData directly rather
than trying to be clever.

Also part of #122398.

Pull Request: https://projects.blender.org/blender/blender/pulls/146674
2025-09-24 17:10:48 +02:00
Sean Kim
eec8d81088 Fix: Use Laplacian as default relax method for UV sculpting
Introduced in e3894f0a07

Pull Request: https://projects.blender.org/blender/blender/pulls/146702
2025-09-24 16:35:40 +02:00
Habib Gahbiche
4c2a92e550 Compositor: Reintroduce scene.use_nodes as deprecated in Python API
This partially reverts c499adf3b8. We decided in #141278 to mark
`material.use_nodes` as deprecated instead of removing it. For
consistency reasons, we do the same for the Scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/146633
2025-09-24 16:13:36 +02:00
luz paz
279e20a9f2 Cleanup: Fix typos in source/blender/blenlib
Fixes some user-facing and non-user-facing typos. Found via codespell.

Pull Request: https://projects.blender.org/blender/blender/pulls/146111
2025-09-24 15:37:57 +02:00
Habib Gahbiche
db8188a794 Python: Nodes: deprecate 'world.use_nodes' instead of removing it
`world.use_nodes` was initially removed in #142342. However, in #141278
we decided not to remove `material.use_nodes` from the API to
avoid breaking exporters. This commit brings the removed
`world.use_nodes` back and marks it as deprecated.

Pull Request: https://projects.blender.org/blender/blender/pulls/146629
2025-09-24 14:57:46 +02:00
Habib Gahbiche
b33250f799 Nodes: Forward compatibility for World
Implement forward compatibility for World by always writing
`use_nodes=true` when saving blend files.

This was missed in #142342

Pull Request: https://projects.blender.org/blender/blender/pulls/146628
2025-09-24 14:49:47 +02:00
Omar Emara
5462d90fa8 Compositor: Make Bokeh Blur size input in pixels
This patch makes the Size input of the Bokeh Blur node defined in
pixels as opposed to being relative to 0.01 the greater dimension of the
image.

Pull Request: https://projects.blender.org/blender/blender/pulls/146367
2025-09-24 14:45:54 +02:00
Philipp Oeser
2f5f9a9cdb UI: clarify tooltip for "User Tooltips"
Even when disabled, one can force the tooltip display by holding ALT
**prior** to entering/hovering a control. This PR clarifies that.

(also clarified in the actual manual separately)

Resolves #146689

Pull Request: https://projects.blender.org/blender/blender/pulls/146707
2025-09-24 13:41:44 +02:00
Omar Emara
92be913a2a Compositor: Remove XY scale from Displace node
This patch removes the XY scale inputs from the Displace node. The
inputs were redundant since they were just multiplied by the vector.
This simplifies the node and improves performance slightly.

Additionally, the Vector input was renamed to Displacement since it no
longer specifies a direction.

Pull Request: https://projects.blender.org/blender/blender/pulls/146356
2025-09-24 13:33:24 +02:00
Bastien Montagne
91d2d54703 Fix Outliner File view not grouping indirectly linked libraries.
Indirectly linked libraries are supposed to be put under their 'best
parent' library, this has been broken in the outliner for some times.
for several reasons.

This commit addresses the 'outliner hierarchy building' part of the
problem. The 'everything ends up directly linked' is addressed by
!146667.

Pull Request: https://projects.blender.org/blender/blender/pulls/146669
2025-09-24 11:57:02 +02:00
Bastien Montagne
0224d3083b Fix writefile making all linked IDs directly linked.
Regression from 435b6743fd, when considering UI ID usages to define
if IDs are weekly direclty linked, cases where this should not be the
case (e.g. Outliber ID pointers) ended up making them directly linked.

So essentially, all linked data became directly linked when writing the
blendfile on disk!

Fixed by adding a new `IDWALK_CB_WRITEFILE_IGNORE`, to tell the
writefile code that it can ignore this ID usage (similar to the existing
`IDWALK_CB_READFILE_IGNORE` one).

Pull Request: https://projects.blender.org/blender/blender/pulls/146667
2025-09-24 11:55:53 +02:00
Clément Foucault
9b7086a422 GPU: Shader Preprocess: Port more function to use parser
This allows to share the parsed structure between each
preprocessing step if no mutation occurs.

Also remove `matrix_constructor_linting` as this is
now enforced by the C++ compilation. Same thing for
`array_constructor_linting`.

Pull Request: https://projects.blender.org/blender/blender/pulls/146666
2025-09-24 11:47:23 +02:00
Bastien Montagne
d8ef3b3752 Fix (unreported): Sequencer: assert/crash when showing Add->Scene menu.
Regression from 851e5b55af3... Please do test changes on debug builds
before committing...
2025-09-24 10:26:32 +02:00
Dalai Felinto
baff9dd8a6 VSE: Story Tools: Scene Asset behaviour: always add a new scene
* If the asset was local to the file, creates a copy of it.
* If the asset was from an external asset library makes sure it is appended.

Design ref: #145522

Pull Request: https://projects.blender.org/blender/blender/pulls/146657
2025-09-24 09:58:30 +02:00
Sean Kim
1c7489b841 Fix #146398: Crash when exiting sculpt mode in load_post
It is possible, though unlikely, that some sculpt mode runtime data will
be uninitialized when various application handlers run. This commit
makes the minimal change to avoid crashing in this case when exiting
sculpt mode when Dyntopo is enabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/146647
2025-09-24 09:30:22 +02:00
Campbell Barton
1a93cd9148 Cleanup: quiet undeclared function warnings
Resolve warnings from !127711.

Ref !146685
2025-09-24 04:40:38 +00:00
Campbell Barton
f313540686 Cleanup: rename flushing functions for clarity
It wasn't clear how `*_flush` and `*_flush_mode` were different,
rename `*_flush` to `*_flush_from_verts`.
2025-09-24 14:26:28 +10:00
Campbell Barton
8930b1a96a Cleanup: format 2025-09-24 14:00:43 +10:00
Campbell Barton
30485e6122 Cleanup: grammar, confusing wording 2025-09-24 03:06:11 +00:00
Oxicid
a714472194 PyAPI: Implement vectorcall support for rna_func
Use vectorcall for ~20-30% speedup calling Python/RNA functions.

Ref !146366
2025-09-24 02:41:08 +00:00
Campbell Barton
580af50709 Cleanup: minor naming changes for RNA functions
Split out from !146366.
2025-09-24 02:41:07 +00:00
Brecht Van Lommel
022d0edf22 Fix: Theme color picker not working correctly after recent changes
* HSV buttons were missing due to wrong visibility check
* Wrong HSV values with ACEScg working space

Ref #146612

Pull Request: https://projects.blender.org/blender/blender/pulls/146680
2025-09-24 02:32:51 +02:00
Hans Goudey
db4d9067d0 Shape Keys: Options to mirror shape keys in update, join operators
As described in #135095, this adds a "mirror" option to the "Join as
Shapes" and "Update from Objects" operators, and additional menu items
with the option enabled. Like the operators, this is a convenience
feature that's functionally the same as selecting all shape keys with
changed data and running the existing "Flip" operator.

Pull Request: https://projects.blender.org/blender/blender/pulls/144098
2025-09-23 22:12:10 +02:00
Hans Goudey
6daf1dd2f2 Fix: Grain size calculation for setting custom normals
Recent change 3a6a663a15 has some logic issues.
First, the grain size was clamped to be never lower than 256, which
doesn't make sense since the size of the array is never greater than
the number of threads. The numbers used in the division were also large
enough that multithreading wouldn't be used in many realistic cases
anyway. There's no need to cap the grain size at 1024, and also
`safe_divide` doesn't make sense in this scenario.

Pull Request: https://projects.blender.org/blender/blender/pulls/144872
2025-09-23 22:11:01 +02:00
Jesse Yurkovich
7c75651b3b IO: Remove visible_objects_only property for USD and Alembic export
To help reduce confusion, remove this property as we believe it has
little to no actual utility. Visibility, instead, remains controlled
with the `evaluation_mode` option.

Ref #134012
See PR for discussion and description of what effect this option used to
have.

Pull Request: https://projects.blender.org/blender/blender/pulls/144600
2025-09-23 22:04:36 +02:00
Jonas Holzman
c08d42aebf macOS: Support Xcode Archiving for distributing application bundles
This is a port of iOS commit f3f8647 to main, for Xcode archiving to
also work for macOS bundles, allowing the bundle to be archived and
later distributed via Testflight, App Store Connect, etc...

Additonal Xcode property also had to be added to the extern draco shared
library target to prevent it from being included in the Xcode archive
(an implicit behavior for `SHARED` CMake libraries), without this,
the archive would get polluted, preventing it from being properly
recognized as a proper app bundle archive.

Pull Request: https://projects.blender.org/blender/blender/pulls/146027
2025-09-23 20:56:18 +02:00
Brecht Van Lommel
eb32994b50 Color Management: Add separate RGB/HSV and Linear/Perceptual enum
So that is it possible to edit Linear HSV. Somehow the two enums don't feel
very elegant to work with, but I don't immediately have a better idea on
how to organize this UI.

I also tried to always show both the RGB and HSV sliders, but it felt
very noisy to have the HSV slider updating as you edit RGB and vice versa.

Pull Request: https://projects.blender.org/blender/blender/pulls/146612
2025-09-23 19:35:53 +02:00
Brecht Van Lommel
09d9239efd Fix #146619: Random Color workbench mode too saturated with ACEScg working space
Pull Request: https://projects.blender.org/blender/blender/pulls/146664
2025-09-23 18:56:31 +02:00
Dalai Felinto
e8deba14c3 Fix #145525: Scene switch should not affect viewport perspective mode
The existing behaviour traces back from pre-2.5 era. It seems like a
general sanitization technique for any operator which may change the
view transformation.

While it still makes sense to switch to PERSPECTIVE mode when actively
calling a view operator, I don't think the same should be said by simply
switching the active scene.

This PR makes it so a temporary flag is set when switching to a scene that
has no camera. This flag is kept around until we deliberately change
perspective mode. We can eventually make it so the flag is reset again in
more occasions. But the patch is good as it is.

Ref: !146364
2025-09-23 18:53:20 +02:00
Jesse Yurkovich
ec4db5825d Cleanup: Alembic: Remove deprecated scene.alembic_export API
This deprecated function looks to have been long forgotten. Both import
and export are already available as `bpy.ops.wm.alembic_import` and
`bpy.ops.wm.alembic_export`.

Pull Request: https://projects.blender.org/blender/blender/pulls/146556
2025-09-23 18:47:04 +02:00
Omar Emara
9a2c7f334b Compositor: Clarify Alpha Over input names
This patch renames the input of the Alpha Over node to use Background
and Foreground instead of just Image.

Pull Request: https://projects.blender.org/blender/blender/pulls/146352
2025-09-23 18:08:06 +02:00
Falk David
bd07749a82 Fix: VSE: Scene Sync doesn't account for scene start frame
The time synchronization function assumed that the content
of the scene strip starts at frame 0, but it should start
at the start frame of the scene.

Pull Request: https://projects.blender.org/blender/blender/pulls/146653
2025-09-23 18:02:03 +02:00
Omar Emara
7ec89d1bfb Compositor: Reorder inputs accordingly to importance
This patch reorders the inputs of some of the compositor nodes
accordingly to their importance. The importance is already quantified
internally using the domain priority of the input, so we needn't make
any subjective judgement and just order by the priority.

This breaks forward and backward compatibility if input indices were
used as opposed to input identifiers due to the different order.
Handling compatibility is not impossible, but is difficult, and it was
already ignored in many past node changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/146311
2025-09-23 17:32:07 +02:00
Julian Eisel
bafb63a654 Assets/BPY: Remove unused catalog path RNA/BPY type
This was used internally only until 2fbf206491 and was planned for
removal in 5.0, see blender/blender#122330.
2025-09-23 17:24:34 +02:00
Clément Foucault
acb2f02910 EEVEE: Reduce necessary includes
This saves a few milisecond of compile time per shader.

This removes the need for occlusion lib when not using occlusion
node.

To improve detection of uneeded includes, we add a new logging
system which output can be fed to mermaid to inspect dependencies.

The new dependencies can be inspected using `--log "gpu.shader_dependencies"`

Example pasted here:
```mermaid
flowchart LR
draw_curves_lib.glsl_7298 --> gpu_shader_math_constants_lib.glsl_600
style gpu_shader_math_constants_lib.glsl_600 fill:#0f0
gpu_shader_math_matrix_conversion_lib.glsl_1032 --> gpu_shader_math_base_lib.glsl_1406
style gpu_shader_math_base_lib.glsl_1406 fill:#1e0
gpu_shader_math_matrix_conversion_lib.glsl_1032 --> gpu_shader_math_euler_lib.glsl_461
style gpu_shader_math_euler_lib.glsl_461 fill:#0f0
gpu_shader_math_matrix_compare_lib.glsl_2964 --> gpu_shader_math_vector_compare_lib.glsl_2489
style gpu_shader_math_vector_compare_lib.glsl_2489 fill:#2d0
gpu_shader_math_matrix_conversion_lib.glsl_1032 --> gpu_shader_math_matrix_compare_lib.glsl_2964
style gpu_shader_math_matrix_compare_lib.glsl_2964 fill:#2d0
gpu_shader_math_matrix_conversion_lib.glsl_1032 --> gpu_shader_math_quaternion_lib.glsl_395
style gpu_shader_math_quaternion_lib.glsl_395 fill:#0f0
gpu_shader_math_matrix_conversion_lib.glsl_1032 --> gpu_shader_utildefines_lib.glsl_3112
style gpu_shader_utildefines_lib.glsl_3112 fill:#3c0
draw_curves_lib.glsl_7298 --> gpu_shader_math_matrix_conversion_lib.glsl_1032
style gpu_shader_math_matrix_conversion_lib.glsl_1032 fill:#1e0
draw_curves_lib.glsl_7298 --> gpu_shader_math_matrix_transform_lib.glsl_706
style gpu_shader_math_matrix_transform_lib.glsl_706 fill:#0f0
eevee_surf_deferred_frag.glsl_4531 --> draw_curves_lib.glsl_7298
style draw_curves_lib.glsl_7298 fill:#780
eevee_surf_deferred_frag.glsl_4531 --> draw_view_lib.glsl_3551
style draw_view_lib.glsl_3551 fill:#3c0
eevee_gbuffer_lib.glsl_14598 --> gpu_shader_math_vector_reduce_lib.glsl_1383
style gpu_shader_math_vector_reduce_lib.glsl_1383 fill:#1e0
eevee_gbuffer_lib.glsl_14598 --> gpu_shader_codegen_lib.glsl_6143
style gpu_shader_codegen_lib.glsl_6143 fill:#690
eevee_gbuffer_lib.glsl_14598 --> gpu_shader_math_vector_lib.glsl_5038
style gpu_shader_math_vector_lib.glsl_5038 fill:#5a0
eevee_gbuffer_lib.glsl_14598 --> gpu_shader_utildefines_lib.glsl_3112
style gpu_shader_utildefines_lib.glsl_3112 fill:#3c0
eevee_gbuffer_write_lib.glsl_7324 --> eevee_gbuffer_lib.glsl_14598
style eevee_gbuffer_lib.glsl_14598 fill:#e10
eevee_surf_deferred_frag.glsl_4531 --> eevee_gbuffer_write_lib.glsl_7324
style eevee_gbuffer_write_lib.glsl_7324 fill:#780
eevee_ambient_occlusion_lib.glsl_10738 --> draw_view_lib.glsl_3551
style draw_view_lib.glsl_3551 fill:#3c0
draw_math_geom_lib.glsl_5172 --> gpu_shader_math_vector_lib.glsl_5038
style gpu_shader_math_vector_lib.glsl_5038 fill:#5a0
draw_math_geom_lib.glsl_5172 --> gpu_shader_math_vector_reduce_lib.glsl_1383
style gpu_shader_math_vector_reduce_lib.glsl_1383 fill:#1e0
eevee_ray_types_lib.glsl_2390 --> draw_math_geom_lib.glsl_5172
style draw_math_geom_lib.glsl_5172 fill:#5a0
eevee_ray_types_lib.glsl_2390 --> draw_view_lib.glsl_3551
style draw_view_lib.glsl_3551 fill:#3c0
eevee_ray_types_lib.glsl_2390 --> gpu_shader_math_matrix_transform_lib.glsl_706
style gpu_shader_math_matrix_transform_lib.glsl_706 fill:#0f0
gpu_shader_math_safe_lib.glsl_1235 --> gpu_shader_math_constants_lib.glsl_600
style gpu_shader_math_constants_lib.glsl_600 fill:#0f0
eevee_ray_types_lib.glsl_2390 --> gpu_shader_math_safe_lib.glsl_1235
style gpu_shader_math_safe_lib.glsl_1235 fill:#1e0
eevee_ray_types_lib.glsl_2390 --> gpu_shader_ray_lib.glsl_137
style gpu_shader_ray_lib.glsl_137 fill:#0f0
eevee_ambient_occlusion_lib.glsl_10738 --> eevee_ray_types_lib.glsl_2390
style eevee_ray_types_lib.glsl_2390 fill:#2d0
eevee_sampling_lib.glsl_4291 --> gpu_shader_math_base_lib.glsl_1406
style gpu_shader_math_base_lib.glsl_1406 fill:#1e0
eevee_sampling_lib.glsl_4291 --> gpu_shader_math_constants_lib.glsl_600
style gpu_shader_math_constants_lib.glsl_600 fill:#0f0
eevee_sampling_lib.glsl_4291 --> gpu_shader_math_safe_lib.glsl_1235
style gpu_shader_math_safe_lib.glsl_1235 fill:#1e0
eevee_ambient_occlusion_lib.glsl_10738 --> eevee_sampling_lib.glsl_4291
style eevee_sampling_lib.glsl_4291 fill:#4b0
eevee_ambient_occlusion_lib.glsl_10738 --> eevee_utility_tx_lib.glsl_1225
style eevee_utility_tx_lib.glsl_1225 fill:#1e0
eevee_ambient_occlusion_lib.glsl_10738 --> gpu_shader_math_base_lib.glsl_1406
style gpu_shader_math_base_lib.glsl_1406 fill:#1e0
gpu_shader_math_fast_lib.glsl_921 --> gpu_shader_math_constants_lib.glsl_600
style gpu_shader_math_constants_lib.glsl_600 fill:#0f0
eevee_ambient_occlusion_lib.glsl_10738 --> gpu_shader_math_fast_lib.glsl_921
style gpu_shader_math_fast_lib.glsl_921 fill:#0f0
gpu_shader_math_vector_safe_lib.glsl_5847 --> gpu_shader_math_safe_lib.glsl_1235
style gpu_shader_math_safe_lib.glsl_1235 fill:#1e0
eevee_ambient_occlusion_lib.glsl_10738 --> gpu_shader_math_vector_safe_lib.glsl_5847
style gpu_shader_math_vector_safe_lib.glsl_5847 fill:#5a0
eevee_ambient_occlusion_lib.glsl_10738 --> gpu_shader_utildefines_lib.glsl_3112
style gpu_shader_utildefines_lib.glsl_3112 fill:#3c0
eevee_nodetree_frag_lib.glsl_395 --> eevee_ambient_occlusion_lib.glsl_10738
style eevee_ambient_occlusion_lib.glsl_10738 fill:#a50
eevee_nodetree_frag_lib.glsl_395 --> eevee_geom_types_lib.glsl_682
style eevee_geom_types_lib.glsl_682 fill:#0f0
draw_model_lib.glsl_2563 --> draw_view_lib.glsl_3551
style draw_view_lib.glsl_3551 fill:#3c0
eevee_nodetree_lib.glsl_16051 --> draw_model_lib.glsl_2563
style draw_model_lib.glsl_2563 fill:#2d0
draw_object_infos_lib.glsl_1114 --> draw_model_lib.glsl_2563
style draw_model_lib.glsl_2563 fill:#2d0
eevee_nodetree_lib.glsl_16051 --> draw_object_infos_lib.glsl_1114
style draw_object_infos_lib.glsl_1114 fill:#1e0
eevee_nodetree_lib.glsl_16051 --> draw_view_lib.glsl_3551
style draw_view_lib.glsl_3551 fill:#3c0
eevee_nodetree_lib.glsl_16051 --> eevee_renderpass_lib.glsl_1793
style eevee_renderpass_lib.glsl_1793 fill:#1e0
eevee_nodetree_lib.glsl_16051 --> eevee_utility_tx_lib.glsl_1225
style eevee_utility_tx_lib.glsl_1225 fill:#1e0
eevee_nodetree_lib.glsl_16051 --> gpu_shader_codegen_lib.glsl_6143
style gpu_shader_codegen_lib.glsl_6143 fill:#690
eevee_nodetree_lib.glsl_16051 --> gpu_shader_math_base_lib.glsl_1406
style gpu_shader_math_base_lib.glsl_1406 fill:#1e0
eevee_nodetree_lib.glsl_16051 --> gpu_shader_math_safe_lib.glsl_1235
style gpu_shader_math_safe_lib.glsl_1235 fill:#1e0
eevee_nodetree_lib.glsl_16051 --> gpu_shader_math_vector_reduce_lib.glsl_1383
style gpu_shader_math_vector_reduce_lib.glsl_1383 fill:#1e0
eevee_nodetree_lib.glsl_16051 --> gpu_shader_utildefines_lib.glsl_3112
style gpu_shader_utildefines_lib.glsl_3112 fill:#3c0
eevee_nodetree_frag_lib.glsl_395 --> eevee_nodetree_lib.glsl_16051
style eevee_nodetree_lib.glsl_16051 fill:#f00
gpu_shader_material_ambient_occlusion.glsl_558 --> gpu_shader_math_vector_safe_lib.glsl_5847
style gpu_shader_math_vector_safe_lib.glsl_5847 fill:#5a0
eevee_nodetree_frag_lib.glsl_395 --> gpu_shader_material_ambient_occlusion.glsl_558
style gpu_shader_material_ambient_occlusion.glsl_558 fill:#0f0
eevee_nodetree_frag_lib.glsl_395 --> gpu_shader_material_emission.glsl_380
style gpu_shader_material_emission.glsl_380 fill:#0f0
gpu_shader_material_output_material.glsl_850 --> gpu_shader_material_transform_utils.glsl_2136
style gpu_shader_material_transform_utils.glsl_2136 fill:#2d0
eevee_nodetree_frag_lib.glsl_395 --> gpu_shader_material_output_material.glsl_850
style gpu_shader_material_output_material.glsl_850 fill:#0f0
eevee_nodetree_frag_lib.glsl_395 --> gpu_shader_material_world_normals.glsl_128
style gpu_shader_material_world_normals.glsl_128 fill:#0f0
eevee_surf_deferred_frag.glsl_4531 --> eevee_nodetree_frag_lib.glsl_395
style eevee_nodetree_frag_lib.glsl_395 fill:#0f0
eevee_surf_deferred_frag.glsl_4531 --> eevee_sampling_lib.glsl_4291
style eevee_sampling_lib.glsl_4291 fill:#4b0
eevee_surf_lib.glsl_3650 --> draw_view_lib.glsl_3551
style draw_view_lib.glsl_3551 fill:#3c0
eevee_surf_lib.glsl_3650 --> gpu_shader_codegen_lib.glsl_6143
style gpu_shader_codegen_lib.glsl_6143 fill:#690
eevee_surf_lib.glsl_3650 --> gpu_shader_math_base_lib.glsl_1406
style gpu_shader_math_base_lib.glsl_1406 fill:#1e0
eevee_surf_lib.glsl_3650 --> gpu_shader_math_vector_safe_lib.glsl_5847
style gpu_shader_math_vector_safe_lib.glsl_5847 fill:#5a0
eevee_surf_deferred_frag.glsl_4531 --> eevee_surf_lib.glsl_3650
style eevee_surf_lib.glsl_3650 fill:#3c0
```

Pull Request: https://projects.blender.org/blender/blender/pulls/146580
2025-09-23 17:21:56 +02:00
Julian Eisel
c7b91903df BPY/UI: Rename pie menu emboss type
Renames `'RADIAL_MENU'` to `'PIE_MENU'`, to more clearly describe what
it relates to. Internally this was already done with e425faf696.

This is a 5.0 compatibility breaking change. But I couldn't find any
usages of it in bundled scripts.

Pull Request: https://projects.blender.org/blender/blender/pulls/146651
2025-09-23 16:52:46 +02:00
Jorn Visser
e90c08fa98 Image Paint: Support single pixel drawing
With !142495, the minimum brush radius became 0.5px, so clamp to that
instead of 1px to allow drawing single pixels. Also change how drawing
with anti-aliasing disabled works to avoid 1 pixel brush strokes not
always appearing. Now when AA is disabled, snap the cursor to either
the corners or centers of the pixels, depending on if the diameter is even
or odd, respectively.

Fixes #71403

Pull Request: https://projects.blender.org/blender/blender/pulls/146384
2025-09-23 16:06:52 +02:00
W_Cloud
356276927f I18n: Translate menu socket tooltip, node description tooltip
Call translation function in: Menu socket tooltip and node description tooltip.
- Menu Socket Tooltip
- Node description  tooltip
- If node description is empty, not add space before idname.

Pull Request: https://projects.blender.org/blender/blender/pulls/146126
2025-09-23 15:27:14 +02:00
Philipp Oeser
af802c2eb5 Fix #146592: "Toggle Library Override Editable" acts on the wrong ID
Caused by caf11a2b9f

Above commit removed the assignment of "id" to the context (and instead
stored the "session_uid" in the button context). This is all good for
the fix it did, but... we are not getting the correct ID now in the
operator (instead, the id in context is the last item made active [by
selection] it seems).

Anyhow, to restore previous behavior, just bring back "id" to the
context (leaving the "session_uid" untouched), so we have the data to
work with in the operator.

NOTE: might be possible to retrieve the correct ID from the
"session_uid" as well -- havent looked into this much though since this
is ore tied to actual buttons it seems...

Pull Request: https://projects.blender.org/blender/blender/pulls/146599
2025-09-23 15:23:42 +02:00
Jeroen Bakker
e0a056574d Fix: Vulkan: Volume Workbench Tests
Due to an incorrect assumption float buffers were converted to sRGB
values when uploading to an sRGBA8 texture. This is done when rendering
flames in workbench and resulted in to bright renders.

This PR removes sRGB encoding when uploading float values to sRGBA8 textures.

Fixes:
- render/openvdb/fire
- render/openvdb/principled_blackbody
- render/openvdb/smoke_fire

Pull Request: https://projects.blender.org/blender/blender/pulls/146636
2025-09-23 14:44:42 +02:00
Jeroen Bakker
ddef26505b Vulkan: Remove legacy resource tracker
Before the render graph was introduced we relied on a submission
resource tracker that allowed to resuse resources in the next frame.
With the introduction of the render graph we slowly migrated the
resource tracking to the render graph and eventually also moved the
whole discard pools to the submission runner.

There was still one part that 'used' the legacy resource tracker, but
actually didn't as it never reused resources. This PR removes the
resource tracker and migrate the push constants to use the render graph
to update a single buffer per shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/146627
2025-09-23 12:46:23 +02:00
Dalai Felinto
c8468f5cfa UI: Flip RNA icon + remove RNA_ADD
The RNA icon was rotating on the wrong direction.

Technically this is mostly a DNA helix, but even RNA can be a
double-helix sometimes. And both cases (RNA and DNA) are supposed to
have a right-hand orientation.

This PR also removes the RNA_ADD icon which is not used anywhere.

Based on suggestion by Brady Johnston.

Ref: !146600
2025-09-23 12:22:55 +02:00
Bastien Montagne
f7c01e8076 Fix (unreported) Invalid clearing handling in IDP_ResizeIDPArray.
This function would only call `IDP_FreePropertyContent` on the items it
is releasing from its buffer, when reducing the length of the array.

However, it needs to call `IDP_ClearProperty` instead, otherwise some
invalid 'dirty' data is kept in the released properties, e.g. the `len`
value for groups or arrays.

Not sure how this never bit us before, but the recent asserts added by
6cb2226f13 did trigger in that case, once the code was re-using these
released IDProps.

Pull Request: https://projects.blender.org/blender/blender/pulls/146326
2025-09-23 12:10:28 +02:00
Dalai Felinto
61c8c04fac VSE: Fix Edit scene showing in the Add Scene Strip menu
Regression introduced on: 851e5b55af

Pull Request: https://projects.blender.org/blender/blender/pulls/146631
2025-09-23 12:10:15 +02:00
Hans Goudey
e1c121cd6a Fix: Crash accessing RNA UV map boolean property
Currently accessing these three separate boolean layers can
actually _create_ other attributes. Currently this can cause a
crash because it invalidates the pointers to other CustomData
layers. But it's also just logically wrong. Instead add functions
`vertex_selection_ensure()`, `edge_selection_ensure()` and
`pin_ensure()` to get the old behavior, and make the property
access just give empty collections if there is no boolean layer.

Part of #145877.

Pull Request: https://projects.blender.org/blender/blender/pulls/146611
2025-09-23 11:57:16 +02:00
Namit Bhutani
357bfc3cff Fix #146466: Sculpt undo applies evaluated positions incorrectly
Undo compression stored evaluated mesh positions instead of base mesh
positions when deform modifiers were active.
**Solution** : Modified `compress_fn` to compress `orig_position` data
when available (deform modifiers active), falling back to regular
position data otherwise.

Pull Request: https://projects.blender.org/blender/blender/pulls/146498
2025-09-23 10:55:15 +02:00
Campbell Barton
4b82edd53c Cleanup: minor changes to the BMesh Python API
- Add typed array access functions, avoiding the need for casting.
- Share error prefix for exceptions.
- Use "num" suffix instead of "len".
2025-09-23 13:35:33 +10:00
Campbell Barton
16118be339 Cleanup: typos, copy/paste error 2025-09-23 09:42:48 +10:00