Commit Graph

6796 Commits

Author SHA1 Message Date
Bastien Montagne
e08b91f6be Merge branch 'blender-v4.3-release' 2024-10-16 16:46:53 +02:00
Bastien Montagne
631876e1e8 Fix (unreported) read code generating IDs runtime UID too early.
Runtime UID should be generated after other basic ID info is set, in
this case the `tag` flags were still the one read from file, which could
lead to an assert in `BKE_lib_libblock_session_uid_ensure` in case the
blendfile was generated from a temp main data-base.
2024-10-16 16:45:55 +02:00
Sybren A. Stüvel
43d7558e5b Anim: Remove 'Slotted Actions' experimental flag
This commit takes the 'Slotted Actions' out of the experimental phase.
As a result:

- All newly created Actions will be slotted Actions.
- Legacy Actions loaded from disk will be versioned to slotted Actions.
- The new Python API for slots, layers, strips, and channel bags is
  available.
- The legacy Python API for accessing F-Curves and Action Groups is
  still available, and will operate on the F-Curves/Groups for the first
  slot only.
- Creating an Action by keying (via the UI, operators, or the
  `rna_struct.keyframe_insert` function) will try and share Actions
  between related data-blocks. See !126655 for more info about this.
- Assigning an Action to a data-block will auto-assign a suitable Action
  Slot. The logic for this is described below. However, There are cases
  where this does _not_ automatically assign a slot, and thus the Action
  will effectively _not_ animate the data-block. Effort has been spent
  to make Action selection work both reliably for Blender users as well
  as keep the behaviour the same for Python scripts. Where these two
  goals did not converge, reliability and understandability for users
  was prioritised.

Auto-selection of the Action Slot upon assigning the Action works as
follows. The first rule to find a slot wins.

1. The data-block remembers the slot name that was last assigned. If the
    newly assigned Action has a slot with that name, it is chosen.
2. If the Action has a slot with the same name as the data-block, it is
    chosen.
3. If the Action has only one slot, and it has never been assigned to
    anything, it is chosen.
4. If the Action is assigned to an NLA strip or an Action constraint,
    and the Action has a single slot, and that slot has a suitable ID
    type, it is chosen.

This last step is what I was referring to with "Where these two goals
did not converge, reliability and understandability for users was
prioritised." For regular Action assignments (like via the Action
selectors in the Properties editor) this rule doesn't apply, even though
with legacy Actions the final state ("it is animated by this Action")
differs from the final state with slotted Actions ("it has no slot so is
not animated"). This is done to support the following workflow:

- Create an Action by animating Cube.
- In order to animate Suzanne with that same Action, assign the Action
  to Suzanne.
- Start keying Suzanne. This auto-creates and auto-assigns a new slot
  for Suzanne.

If rule 4. above would apply in this case, the 2nd step would
automatically select the Cube slot for Suzanne as well, which would
immediately overwrite Suzanne's properties with the Cube animation.

Technically, this commit:
- removes the `WITH_ANIM_BAKLAVA` build flag,
- removes the `use_animation_baklava` experimental flag in preferences,
- updates the code to properly deal with the fact that empty Actions are
  now always considered slotted/layered Actions (instead of that relying
  on the user preference).

Note that 'slotted Actions' and 'layered Actions' are the exact same
thing, just focusing on different aspects (slot & layers) of the new
data model.

The "Baklava phase 1" assumptions are still asserted. This means that:
- an Action can have zero or one layer,
- that layer can have zero or one strip,
- that strip must be of type 'keyframe' and be infinite with zero
  offset.

The code to handle legacy Actions is NOT removed in this commit. It will
be removed later. For now it's likely better to keep it around as
reference to the old behaviour in order to aid in some inevitable
bugfixing.

Ref: #120406
2024-10-15 16:29:53 +02:00
Nathan Vegdahl
989634c0a1 Fix: handle embedded IDs when upgrading to slotted actions
The versioning code that upgrades legacy actions to new slotted actions
also needs to properly assign slots to the IDs that use those upgraded
actions. It was doing this correctly except for not traversing into and
assigning slots to embedded IDs.

This commit adds the code to handle embedded IDs as well.

Additionally, this changes how mismatched `id_type`s are handled when upgrading
actions. Rather than refusing to assign the slot created during the upgrade if
the `id_type` doesn't match the ID, we assign it anyway with a warning. The
rationale is that this represents a case where the Action `idroot` was already
mismatched, and it turns out that has always been possible. So we now opt to
simply preserve that state of affairs rather than attempt to "fix" it.

Pull Request: https://projects.blender.org/blender/blender/pulls/129002
2024-10-15 11:04:04 +02:00
Aras Pranckevicius
2d5106036f Cleanup: rename OPENEXR_COMPRESS for clarity
Rename to OPENEXR_CODEC_MASK and add comments in several places

Pull Request: https://projects.blender.org/blender/blender/pulls/128814
2024-10-10 08:45:55 +02:00
Harley Acheson
97c41218a9 Merge branch 'blender-v4.3-release' 2024-10-09 11:04:33 -07:00
Julian Eisel
2499299ff2 Fix: Empty grease pencil brush libraries linked on startup
Second part to fix #128420.

On startup, the Blender File Outliner mode would show empty libraries
linked, pointing to the brush essentials files. This was because some
grease pencil versioning code would call
`BKE_paint_ensure_from_paintmode()`, which would link in the default
brushes. Then a bit later, brush assets versioning code would remove
local brushes from the default starup file, so the library link became
empty.

Initializing paint data shouldn't necessarily include importing default
brushes. In an earlier version I made this optional with a boolean, but
it's easy enough to separate out entirely.

Now `BKE_paint_ensure()` just initializes paint data, and
`BKE_paint_brushes_ensure()` has to be called to ensure that active
brushes are available.

Pull Request: https://projects.blender.org/blender/blender/pulls/128801
2024-10-09 16:13:01 +02:00
Miguel Pozo
9395ccc6bf Merge branch 'blender-v4.3-release' 2024-10-07 12:14:06 +02:00
Miguel Pozo
88289e8bac Fix #126562: Cycles/EEVEE versioning
Check all scenes to decide between versioning merged settings using
EEVEE or Cycles properties.

Still far from a great solution. :(

Pull Request: https://projects.blender.org/blender/blender/pulls/128554
2024-10-07 12:12:37 +02:00
Falk David
3364cb34ee Merge branch 'blender-v4.3-release' 2024-10-04 19:28:16 +02:00
Falk David
5f5b1b83d0 GPv3: Rename mode enum names and python identifiers
This renames the mode identifiers to be consistent with e.g. the context mode identifiers and other names used for the new Grease Pencil.

For `object.mode`:
* `PAINT_GPENCIL` -> `PAINT_GREASE_PENCIL`
* `SCULPT_GPENCIL` -> `SCULPT_GREASE_PENCIL`
* `VERTEX_GPENCIL` -> `VERTEX_GREASE_PENCIL`
* `WEIGHT_GPENCIL` -> `WEIGHT_GREASE_PENCIL`

For the internal `ob->mode` flag:
* `OB_MODE_PAINT_GPENCIL_LEGACY` -> `OB_MODE_PAINT_GREASE_PENCIL`
* `OB_MODE_SCULPT_GPENCIL_LEGACY` -> `OB_MODE_SCULPT_GREASE_PENCIL`
* `OB_MODE_VERTEX_GPENCIL_LEGACY` -> `OB_MODE_VERTEX_GREASE_PENCIL`
* `OB_MODE_WEIGHT_GPENCIL_LEGACY` -> `OB_MODE_WEIGHT_GREASE_PENCIL`

Resolves #127374.

Pull Request: https://projects.blender.org/blender/blender/pulls/128604
2024-10-04 19:20:00 +02:00
Richard Antalik
77a5478c0f VSE: Add text alignment feature
Previously, alignment did exist, but it only changed whole text block
position in relation to a fixed point. This was later renamed to "Anchor".
Now it correctly aligns each line of text. Alignment works with newline
character and word wrapping.
Currently newline characters can't be entered directly, but this should
be resolved soon.

To keep existing anchoring feature, new DNA fields are added and
values from old alignment are copied there.

This PR is part of bigger change [1], and originally I expected to
implement this feature at later stage. But the design called for drawing
text character by character, which would mean, that I would have to
rewrite text alignment anyway.

To render the text, a struct is built, where position and width of each
character is stored. In addition, width of each line is stored. This allows
to implement proper text alignment feature, instead of existing
anchoring. Text is then drawn character by character in a loop.

There are some small differences in text rendering, since this is only
approximation of how BLF library draws glyphs, but it is very close.
For text bounbox, `BLF_boundbox()` is used on per line basis,
because some fonts do not use their full height and this information
is not available on VSE side.

[1] https://projects.blender.org/blender/blender/issues/126547

Pull Request: https://projects.blender.org/blender/blender/pulls/126660
2024-10-04 12:20:33 +02:00
Habib Gahbiche
0d2f5183d3 Fix CPU compositor crashes when rendering older files
How to reproduce:
1. Save blend file in 4.2 with preview active for composite or viewer node (see attached example file)
2. Load blend file and render
3. Observe crash

Preview for composite and viewer node was removed in https://projects.blender.org/blender/blender/pulls/127044, but versioning was not addressed in that PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/128292
2024-10-03 19:40:11 +02:00
Julian Eisel
167830da20 Fix: Incorrect versioning check for brush asset filter preference
This versioning code was introduced in the 4.3 release branch in
71dee64743, but also needs to run for files saved in the main branch. I
already bumped the subversion in 13ef1256a2, but didn't amend this
necessary change into the commit.
2024-10-03 19:33:25 +02:00
Julian Eisel
71dee64743 Sculpt/Paint: Asset shelf option to filter brushes by the active tool
Part of: https://projects.blender.org/blender/blender/issues/128066

Adds a "Filter by Active Tool" option for the brush asset shelves,
enabled by default. If enabled, the asset shelf only shows brushes
matching the brush type of the current tool. If the general "Brush" tool
is active, only brushes that are not covered by another tool are
displayed. The popup brush selector always shows all assets.

The option is stored in the Preferences, toggled in the "Display
Settings" popover of the asset shelf.

Note: This is committed to the 4.3 release branch, which was discussed
in advance.

Pull Request: https://projects.blender.org/blender/blender/pulls/128450
2024-10-03 18:56:40 +02:00
Campbell Barton
589da4acb5 Cleanup: keep end-of-function code comment last (#2) 2024-10-03 15:00:07 +10:00
Campbell Barton
f489611ff3 Cleanup: keep end-of-function code comment last 2024-10-03 14:42:36 +10:00
Campbell Barton
4fa3dc0dd4 Cleanup: spelling in comments, use uppercase tags 2024-10-03 12:11:52 +10:00
Jacques Lucke
fd4f864cba Geometry Nodes: improve display of node warnings in modifier
This does the following changes:
* Show info "warnings" in modifier too. Previously those were skipped. The
  different behavior of info/warning/error messages causes confusion.
* Add a new `Warnings` panel that only shows when there are warnings. In its
  title, it shows how many warnings there are.
* In the panel, warnings are sorted by severity and alphabetically.

Pull Request: https://projects.blender.org/blender/blender/pulls/128395
2024-10-01 15:31:50 +02:00
Falk David
19465bec19 GPv3: Add canvas options to the overlay settings
This adds the color, subdivisions, scale, and offset options to the canvas overlay.

Pull Request: https://projects.blender.org/blender/blender/pulls/128259
2024-09-27 16:58:38 +02:00
Sybren A. Stüvel
6ed98c912b Anim: Handle legit slot assignment failure in versioning code
With the Slotted Actions experimental feature enabled, Blender will use
versioning to automatically convert legacy Actions into slotted ones.

Assignment of the converted Action's slot can fail in the following
scenario, when dealing with the following dance between "old Blender"
(only supporting legacy Actions) and "new Blender" (versions supporting
slotted/layered Actions):

1. New Blender: create an action with two slots, ME and KE, and assign
   to respectively a Mesh and a Shape Key. Save the file.

2. Old Blender: load the file. This will load the legacy data, but still
   keep the assignments. This means that the Shape Key will get a ME
   Action assigned, which is incompatible. Save the file.

3. New Blender: upgrades the Action, and tries to assign its only slot.
   This will fail for the shape key, as the ID type doesn't match.

The failure is in itself okay, as there was actual data loss in this
scenario, and so issuing a warning is the right way to go about this.
The Action is still assigned, but the data-block won't get a slot
assigned.

Pull Request: https://projects.blender.org/blender/blender/pulls/128199
2024-09-27 15:43:03 +02:00
Harley Acheson
28e5c1412e UI: Editor Edge Highlighting
Customizable highlighting of editor edges that can be used to help
differentiate between areas, indicate active area, and/or help users
with visual impairment. Can be completely removed as well. This
replaces the active area header highlighting, which doesn't work for
transparent headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/116684
2024-09-26 21:55:26 +02:00
Christoph Lendenfeld
bcd0d14943 Versioning for layered actions
This implements versioning code to go from legacy to layered action.
The versioning is only triggered when the experimental flag for
Multi-Slot actions is enabled.

All the actions are converted in place, which should be fine because
of backwards and forwards compatibility with layered actions.

Pull Request: https://projects.blender.org/blender/blender/pulls/127842
2024-09-26 15:45:53 +02:00
Sergey Sharybin
a1a00ec49c Fix: Uninitialized variable in versioning code
The issue is originally caused by #120797.

Pull Request: https://projects.blender.org/blender/blender/pulls/128189
2024-09-26 15:42:30 +02:00
Campbell Barton
381898b6dc Refactor: move BLI_path_util header to C++, rename to BLI_path_utils
Move to a C++ header to allow C++ features to be used there,
use the "utils" suffix as it's preferred for new files.

Ref !128147
2024-09-26 21:13:39 +10:00
Jacques Lucke
af0d417450 Geometry Nodes: hide checkbox in skip socket in simulation zone
It is too easy to accidentally enable skipping the simulation while moving the
node around without noticing. Now it is necessary to pass in a boolean value
from another node to modify the skip value. Existing files that had this
checkbox checked are updated by versioning code.

This implements #127506.

Pull Request: https://projects.blender.org/blender/blender/pulls/127988
2024-09-24 17:45:10 +02:00
Jacques Lucke
6e5e01e630 Geometry Nodes: new For Each Geometry Element zone
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.

## Features

* The `Selection` input allows iterating over a subset of elements on the set
  domain.
* Fields passed into the input node are available as single values inside of the
  zone.
* The input geometry can be split up into separate (completely independent)
  geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
  value from each iteration.
* New geometries can be generated in each iteration.
    * All of these geometries are joined to form the final output.
    * Attributes from the input geometry are propagated to the output
      geometries.

## Evaluation

The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.

## Performance

There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.

However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.

An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.

Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.

Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
Jacques Lucke
c31893ed87 Fix: inconsistent socket identifiers in reroute nodes 2024-09-23 18:44:16 +02:00
Aras Pranckevicius
ecce5f45ac Cleanup: rename MAXSEQ -> SEQ_MAX_CHANNELS and make it C++ constexpr
When I was learning VSE code, MAXSEQ constant (a preprocessor define!) was
confusing. It makes it sound like it is "max sequences", but it is actually
"max channels". So rename it to SEQ_MAX_CHANNELS and make it C++ constexpr int
instead of preprocessor macro.

Pull Request: https://projects.blender.org/blender/blender/pulls/128024
2024-09-23 15:43:45 +02:00
Iliya Katueshenock
c40dc9aa03 Nodes: use node storage to store type of reroute node
The reroute node used to be a bit special in the sense that its data type was
only stored in the sockets. However, typically, the ground truth data should be
stored in the node storage and then the socket types are derived from that.

For users, there should not be a noticable difference. However, from Python
it's not possible to modify the socket type directly on the socket anymore.
This is forbidden for other built-in nodes already too.

Instead, one can use the new `reroute_node.socket_idname` property to change
the type of a node. This internally also recreates the sockets with the correct
type.

Pull Request: https://projects.blender.org/blender/blender/pulls/121146
2024-09-23 14:47:05 +02:00
Campbell Barton
4bd0cc888e Cleanup: various non functional changes
- Reduce variable scope.
- Function style casts.
- Avoid variable shadowing.
- Quiet unused assignment warnings.
- Remove redundant call in GHOST_WindowNULL constructor.
2024-09-22 18:25:40 +10:00
Lukasz Czyz
788bc5158e UV: add support for the SLIM unwrapping algorithm
Integrate an existing implementation of the SLIM unwrapping algorithm
into Blender. More info about SLIM here:
https://igl.ethz.ch/projects/slim/

This commit is based on the integration code written by Aurel Gruber
for Blender 2.7x (unfinished and never merged with the main branch).

This commit is based on Aurel's code, rebased and further improved.

Details:

- Unwrap has been moved into a sub-menu,
  slim unwrapping is exposed as: "Minimum Stretch".
- Live unwrap with SLIM refines the solutions using a timer.
- When using SLIM there are options to:
  - Set the number of iterations.
  - Weight the influence using vertex weights.
- SLIM can be disabled using the `WITH_UV_SLIM` build option.

Co-authored-by: Aurel Gruber <aurel.gruber@infix.ch>

Ref !114545
2024-09-21 16:48:53 +10:00
Campbell Barton
8a683632c7 Cleanup: replace magic number with enum 2024-09-21 10:58:59 +10:00
Jacques Lucke
3ccfa65245 Geometry Nodes: support packing bakes into .blend files
Previously, it was only possible to bake to disk with geometry nodes. This patch
adds support for storing the baked data directly in the .blend file.

By default, new bakes are stored in the .blend file now. Whether a new bake
should be packed or stored on disk can be configured in two places: in the
properties of the bake node and in the bake panel of the modifier. These
settings don't affect existing bakes, only the next bake.

To unpack or pack an individual bake, there is a new operator button next to the
bake button. The icon and the label below indicate where the bake is currently
stored. The label now also contains the size of the bake.

To unpack or pack all bakes, the `File > External Data > Pack Resources / Unpack
Resources` operators can be used. The unpack operator also has a new title that
mentions the number if individual files separate from the number of bakes. This
works better than just listing a number of files because a bake can consist of
many files.

Pull Request: https://projects.blender.org/blender/blender/pulls/124230
2024-09-20 16:18:12 +02:00
Bastien Montagne
3e03576b09 Add more control over ID renaming behavior.
This commit adds low-level logic in BKE to support three behaviors in
case of name conflict when renaming an ID:
1. Always tweak new name of the renamed ID (never modify the other ID
  name).
2. Always set requested name in renamed ID, modifying as needed the
  other ID name.
3. Only modify the other ID name if it shares the same root name with the
  current renamed ID's name.

It also adds quite some changes to IDTemplate, Outliner code, and
RNA-defined UILayout code, and the lower-level UI button API, to allow
for the new behavior defined in the design (i.e. option three from above list).

When renaming from the UI either 'fails' (falls back to adjusted name) or forces
renaming another ID, an INFO report is displayed.

This commit also fixes several issues in existing code, especially
regarding undo handling in rename operations (which could lead to saving
the wrong name in undo step, and/or over-generating undo steps).

API wise, the bahavior when directly assigning a name to the `ID.name`
property remains unchanged (option one from the list above). But a new
API call `ID.rename` has been added, which offers all three behaviors.

Unittests were added to cover the new implemented behaviors (both at
BKE level, and the RNA/Py API).

This commit implements #119139 design.

Pull Request: https://projects.blender.org/blender/blender/pulls/126996
2024-09-20 13:36:50 +02:00
Campbell Barton
0fc27c8d81 Cleanup: spelling in comments 2024-09-20 13:14:57 +10:00
Lukas Stockner
1c7c1829b6 Cleanup: Refactor animdata iterators to C++ callbacks
Pull Request: https://projects.blender.org/blender/blender/pulls/125485
2024-09-17 17:26:47 +02:00
Campbell Barton
2360a3911c BLI_listbase: add a utility to check the number of items in the list
To avoid unnecessary looping over listbase items the function
`BLI_listbase_count_at_most` was used however it resulting in an awkward
expression: `BLI_listbase_count_at_most(list, count + 1) == count`
replace this with `BLI_listbase_count_is_equal_to(list, count)`.
2024-09-16 11:39:00 +10:00
Pablo Vazquez
1f95b0f43f Text Editor: Enable find "Wrap Around" by default
Without it sometimes it feels that search didn't work, when it just
happened that we were near the end of the file.

It is the default in popular external editors as well.

Ref: !127528
2024-09-13 16:27:56 +10:00
Sybren A. Stüvel
367cceaab8 Anim: Make it possible to enter/exit NLA tweak mode on slotted Actions
Properly track Action and Slot assignment when entering/exiting NLA
tweak mode.

This doesn't properly sync the length of the NLA strip when exiting
tweak mode. This and more NLA work is tracked at #127489.

Pull Request: https://projects.blender.org/blender/blender/pulls/127498
2024-09-12 16:48:02 +02:00
Jacques Lucke
4c2718e318 Fix #126821: compress saving option gets removed when recovering from autosave
Before efb511a76d this was not necessary, because the G_FILE_COMPRESS option
was not disabled when writing memfile undo steps. However, compression is
generally disabled when writing quit.blend or autosave files.
2024-09-11 15:11:42 +02:00
Campbell Barton
e00fed43e6 Cleanup: redundant struct declarations 2024-09-11 16:25:25 +10:00
Falk David
942499382d GPv3: Vertex Paint Mode
This adds the vertex paint mode and all of the tools
from GPv2:
 * Average
 * Blur
 * Draw
 * Replace
 * Smear

Pull Request: https://projects.blender.org/blender/blender/pulls/125674
2024-09-10 18:56:31 +02:00
Sybren A. Stüvel
3fdc9e9637 Refactor: convert BKE_action.h to C++
Move the contents of `BKE_action.h` into `BKE_action.hh` and remove
C-isms.

No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/127407
2024-09-10 14:55:47 +02:00
Sybren A. Stüvel
636d83fbea Refactor: convert BKE_nla.h to C++
Rename `BKE_nla.h` to `BKE_nla.hh` and remove C-isms.

No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/127395
2024-09-10 13:41:01 +02:00
Aras Pranckevicius
4556624edd VSE: Draw thumbnails in timeline by default
Now that thumbnails are faster to load and less flicker-y (#126405), and faster to draw in the timeline (#126972), they can be enabled by default.

Existing files continue to use their current setting.

Pull Request: https://projects.blender.org/blender/blender/pulls/127403
2024-09-10 13:01:24 +02:00
Mike93
cc5ed48cd3 Modifiers: Add custom attribute weight support to bevel modifier
As of 2a56403cb0, bevel weight data is stored as a generic
attribute. The bevel modifier is currently hard-coded to use the
`bevel_weight_edge` attribute as the data source for the weights.
This commit adds a string textbox where the user can specify alternate
attributes for the bevel's edge weights.

The string name field is added as a search button which provides a list
of all attributes in the original mesh. This is meant to work similarly
to geometry nodes, so mismatched attribute data types and domains are
automatically converted/interpolated as necessary. Attributes created
by previous modifiers can also be used, but they won't appear in the
search menu.

Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/117366
2024-09-05 17:15:34 +02:00
Bastien Montagne
a5cb4a6ae3 Fix (unreported) broken do_version on particles settings for very old files.
'Normal' Versioning code is not allowed to create new IDs nowadays,
needs exceptions for legacy one that does.
2024-09-05 14:29:40 +02:00
Julian Eisel
a8c08e4a8c Refactor: Sculpt/Paint: Rename brush "tool" to "brush type"
The term "tool" is historic from before the actual tool system got
introduced. Since then the term was already a bit confusing, because it
wasn't directly related to the tool system, but there was still some
relationship between the two. Now brushes and their types are decoupled
much more from the tool system, with a single "Brush" tool supporting
all kinds of brushes (draw, grab, cloth, smooth, ...).

For a more clear terminology, use "brush type" instead of "tool".

For #126032 we need to write the brush type to the asset metadata (done
in !124618), so we can filter brushes based on the type (so the grease
pencil eraser tool only shows eraser brushes, for example). I'd like to
use future proof names for that to avoid versioning of asset metadata in
future, so I'd rather do the full naming change now.

RNA properties (thus BPY names) are not changed for compatibility
reasons. Can be done in 5.0, see blender/blender#124201.

Pull Request: https://projects.blender.org/blender/blender/pulls/126796
2024-09-03 15:20:34 +02:00
Miguel Pozo
2afb9e3d95 Fix #126038: Default Cube has Transparent Shadows off 2024-09-03 13:03:30 +02:00