Commit Graph

7359 Commits

Author SHA1 Message Date
Nika Kutsniashvili
7f62d5d85e UI: Theme: Common colors for animation channels
Continuation of #140360

New common properties for Channel and Channel Selected,
used in animation editors.
Previously Dope Sheet, Graph Editor, NLA, and Movie Clip Editor
had separate properties for them.

Video and images inside the PR.

---

> [!important]

- Channels looked different in Dope Sheet and Graph Editor. In the former,
they were same color as the background, so only labels and icons were visible,
in the latter they had a darker color, so their outline was visible. We need to pick
which design we go for now that they're combined. I chose color from Graph
Editor for now, with alpha from Dope Sheet, since only that editor uses alpha.

---

There is a confusion with names of channel colors. In 4.5 there is:
- - "Channel" (singular, blue color) which refers to objects, actions,
and action slots that hold/combine channels.
- - "Channels" (plural, black color) which refers to individual channels.

This goes against how we name things. In theme, especially, we refer to object
colors as "Object", singular, not Objects, plular. Same goes for all elements except
this one, where individual elements are referred in plural.

To lessen the confusion, and also avoid unnecessary breaking changes in the
future (in case we want to rename blue things, which seems likely), in this PR
I swap those names. Main reason is that black color marks individual channels,
so it should be singular, and blue colors are combination of many channels,
so they should be plural. Otherwise even talking about them is awkward.

Note that renaming isn't a breaking change, because we already "broke" them
by moving them to common path from individual editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/146091
2025-09-12 14:49:27 +02:00
Nika Kutsniashvili
534b5f1f4f UI: Theme: Shared regions
Continuing recent attempts to combine theme settings
and reduce complexity. part of #140360
This PR adds new root panel in theme called "Regions" which for now
includes two subpanels:

# Asset Shelf
This is just moving asset shelf from root to regions, where
it's more appropriate and less noisy.
No functional changes. (alternative to #144267)

# Channels
Previously known as "Theme Space List", or "Source List",
but in user interface we refer this region as "Channels".
This region is shared by all animation/video editors, and each had
a separate panel for theme properties. Now they're combined, and all
editors follow settings defined in Regions -> Channels.

Additionally, "Source List Title" property, which was never used is removed.
Properties are also renamed to be more intuitive and shorter.

# Toolbar / Sidebar
Previously was registered separately on every single editor. This allowed
for some extra customization, but in 5.0 need for this is reduced very much,
because elements drawn in those regions (tabs & tools) are also generalized,
so it makes sense to want same background color for them as well.

> This replaces 46 properties with 5, reducing the total by 41.
> Videos in PR

Pull Request: https://projects.blender.org/blender/blender/pulls/145609
2025-09-12 13:22:50 +02:00
Bastien Montagne
619a9ff580 Silence DNA deprecated warning in versioning_260.cc.
DNA-related defines (like `DNA_DEPRECATED_ALLOW`) should be defined
before any Blender include, as some non-DNA Blender header may
indirectly include some DNA ones.
2025-09-12 12:08:42 +02:00
Campbell Barton
84511b8509 Core: add type checks to ID property accessors
Since moving the C++ ID property access macros cast "const" away,
replace with get/set accessors and add asserts that correct types
are used.
2025-09-12 06:29:42 +00:00
Sean Kim
a426e70bf6 Fix: Use new USER_DEVELOPER_TOOL_TEST macro where appropriate
Missed in fb91e576ca

Changes all of the non-sanitized, always available options to use the
new macro to match previous behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/146118
2025-09-12 01:42:52 +02:00
Habib Gahbiche
a7a07b4102 Fix #145675: Crash when opening file with undefined node
The crash happens in 5.0. The fix is for 4.2 mainly because 4.2 is a
currently maintained LTS so it's the oldest version that will
practically get the fix.

Pull Request: https://projects.blender.org/blender/blender/pulls/145726
2025-09-09 16:28:34 +02:00
Sybren A. Stüvel
6bf8685628 Anim: drop versioning code for pre-2.50 animation
Drop all support for animation data from Blender versions 2.49 and
older.

- The `IPO` DNA struct is deleted, as is the `IDType_ID_IP` type
  definition.
- Versioning code has been removed in its entirety.
- Loading a pre-2.50 blend file will issue a warning, stating that any
  animation data that was there is now lost, and that the file should
  be loaded & re-saved with Blender 4.5 to properly port the data.

Note that versioning of Action assignments (as in, picking a slot)
still uses the tagging + updating all tagged assignments as a
post-processing step. This is necessary because picking the right slot
is only possible after all Actions (also those from libraries) have
been versioned. We might be able to address this as well, by upgrading
legacy → slotted Actions "on the fly" versioning these Action
assignments. If we do that, I think that would be better in a separate
PR though, as it could introduce issues by itself.

Ref: #134219
Pull Request: https://projects.blender.org/blender/blender/pulls/145188
2025-09-08 14:09:21 +02:00
Campbell Barton
3c7f4edd92 Cleanup: spelling in comments & string
Also back-tick quote literals in CMakeLists files.
2025-09-06 09:27:54 +10:00
Harley Acheson
f7cdd3e867 UI: Preference to Always Show Number Arrows
Numerical inputs have little arrows on the left and right to allow
quick increment/decrement of the value. But these are only shown on
hover, which does not help if using a device that does not have a hover
state (some pens, most touch). This PR adds a user preference to show
them always.

Pull Request: https://projects.blender.org/blender/blender/pulls/145374
2025-09-06 00:12:11 +02:00
Pablo Vazquez
eae4585177 UI: Accessibility: Reduce Motion
Add "Reduce Motion" option to a new `Accessibility` panel under
Preferences, User Interface.

"Reduce Motion" avoids non-essential animation effects, especially
useful for those experiencing motion sickness/vertigo.

It affects:
* Region open/close.
* Pie menus animation.
* Smooth views.

This panel in the future could host common accessibility settings such
as "Increase Contrast" or font size and weight controls that currently
are part of themes.

See PR for details and screenshots.

Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/140873
2025-09-05 21:12:52 +02:00
Brecht Van Lommel
6a083a5464 Color Management: Add working color space for blend files
* Store scene linear to XYZ conversion matrix in each blend file, along
  with the colorspace name. The matrix is the source of truth. The name
  is currently only used for error logging about unknown color spaces.
* Add Working Space option in color management panel, to change the
  working space for the entire blend file. Changing this will pop up
  a dialog, with a default enabled option to convert all colors in
  the blend file to the new working space. Note this is necessarily only
  an approximation.
* Link and append automatically converts to the color space of the main
  open blend file.
* There is builtin support for Rec.709, Rec.2020 and ACEScg working spaces,
  in addition to the working space of custom OpenColorIO configs.
* Undo of working space for linked datablocks isn't quite correct when going
  to a smaller gamut working space. This can be fixed by reloading the file
  so the linked datablocks are reloaded.

Compatibility with blend files saved with a custom OpenColorIO config
is tricky, as we can not detect this.

* We assume that if the blend file has no information about the scene
  linear color space, it is the default one from the active OCIO config.
  And the same for any blend files linked or appended. This is effectively
  the same behavior as before.
* Now that there is a warning when color spaces are missing, it is more
  likely that a user will notice something is wrong and only save the
  blend file with the correct config active.
* As no automatic working space conversion happens on file load, there is
  an opportunity to correct things by changing the working space with
  "Convert Colors" disabled. This can also be scripted for all blend files
  in a project.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/145476
2025-09-05 19:04:47 +02:00
Aras Pranckevicius
2735176c40 Refactor: VSE, remove STRIP_TYPE_EFFECT, split effect type and blend mode enums
- "Is this strip type an effect?" has been done by reserving 3rd bit
  of the effect enum values to indicate that. That is a very strange
  decision, so make that be done by strip_is_effect() function. The
  enum values have to stay the same for backwards compat however.
- Both "strip type" and "strip blend mode" were sourced from the
  same STRIP_TYPE_ enum, with only parts of the values meant for "type",
  and other parts of values meant for "blend mode". That again is highly
  confusing; split that off into two enums. Yes there's a handful of
  values in them that overlap, but not the majority.

Pull Request: https://projects.blender.org/blender/blender/pulls/145746
2025-09-05 19:00:58 +02:00
Harley Acheson
91997ea89f UI: Save Temp Window Sizes & Positions
Allow temporary windows (like File Browser, Preferences, Render,
Drivers, Info) to open at their last positions and sizes.

Pull Request: https://projects.blender.org/blender/blender/pulls/104727
2025-09-05 00:05:50 +02:00
Jonas Holzman
fff3af04c4 UI: Nodes: Rename Shader / Compositing RGB nodes to Color
This PR renames the Shader and Compositing RGB nodes to unify them with
the Geometry Color input node. The Compositing node output socket was
also renamed from "RGBA" to "Color" following other nodes. This is a
5.0 breaking change as part of #96219

Pull Request: https://projects.blender.org/blender/blender/pulls/140495
2025-09-04 21:42:53 +02:00
Harley Acheson
83e59eea9c UI: Touch-Capable Area Maintenance
This PR allows area maintenance that is compatible with touch
interfaces. The top-left action zone is widened to minimum hitspace,
shown as a "gripper" icon. A simple press brings up a menu with area
maintenance options, including split, docking, tear off, maximize, and
Close.

Pull Request: https://projects.blender.org/blender/blender/pulls/144591
2025-09-04 18:12:26 +02:00
Falk David
866fcd0a09 VSE: Update Strip Modifier UI
This PR updates the VSE strip modifiers interface.
It now uses the same design as the object modifiers.

Changes:

* Except for the "Mask Input" subpanel, the modifier UIs are unchanged.
* Modifiers can now be rearranged using drag & drop.
* Additionally, there is now an active strip modifier. This is exposed
   though python via `strip.modifiers.active`.

This is in part for !139634 which needs the concept of an active modifier.

Notes:

* The `modifier.cc` file included all the implementation of all modifiers.
   With the addition of a another new callback in this PR, this file was
   getting quite big so I split everything out into individual files for all
  modifiers. The modifiers are getting registered at launch.
* The modifier panels are getting added using a UI template
  (`template_strip_modifiers`) very similar to the object modifiers.

Pull Request: https://projects.blender.org/blender/blender/pulls/145367
2025-09-04 15:01:57 +02:00
Campbell Barton
16246d06d5 Fix: missing newlines loading 3D text from older blend files
Resolve regression in [0] which removed checks for `\r` without
versioning blend files.

[0]: c742a4b62b
2025-09-04 17:08:48 +10:00
Toby Yang
5f8311f596 Paint: Add pressure mapping curves for size, jitter, and strength
This commit adds support for users to customize individual pressure
mapping curves for size, strength, and position jitter on a per-brush
basis to improve expression when using drawing tablets. This feature is
already implemented in Grease Pencil, and this PR adds the same
functionality to Texture/Image paint, Vertex/Weight paint, and Sculpt
modes.

The UI and functionality are the same as those in Grease Pencil.

Co-authored-by: Sean Kim <SeanCTKim@protonmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/144428
2025-09-03 05:34:38 +02:00
Sean Kim
709286ecc9 UV: Add forwards compatibility conversion for brush size
The prior change missed that `UvSculpt` brushes have their own isolated
`size` value stored at the `ToolSetting` level and not stored as either
brush assets or on the `UnifiedPaintSettings` struct

Similar to #139813

Pull Request: https://projects.blender.org/blender/blender/pulls/144837
2025-09-03 00:23:22 +02:00
Hans Goudey
dbf777569b Fix #145133: Invalid node link node pointer in certain file
Somehow the file in this report ended up with a node pointer that
disagreed with the socket pointer. Since we use the latter for drawing,
that's a better source of truth. This commit adds a versioning step
that corrects the node pointer. If this happens again we may need
to run the versioning again at some point, but that's not clear.

Pull Request: https://projects.blender.org/blender/blender/pulls/145409
2025-09-02 16:24:26 +02:00
Bastien Montagne
329112c4d3 NodeTree: Add 'real' custom properties to Nodes.
Add back custom properties to nodes, and properly expose them in the UI
as such (new 'Custom Properties' panel for nodes in the the Node
Editor).

This shows like any other custom property panel in the UI, in the Node editor:

<img width="424" alt="image.png" src="attachments/adb50815-0db0-447f-ac3b-7860d9a3e3fc">

Although not initially intended for this, nodes 'mixed' IDProperties
were quite widely used by py/extensions developers to store per-node
data.

During the initial IDProperties split between User-defined (aka custom
data) and system-defined (runtime RNA properties), this was not known,
so decision was made to only keep system properties for Nodes. The fact
that these properties were not exposed at all in UI also played a role
in that decision. See also discussions in #141042.

This commit instead splits system properties out into their own new
storage, and keep existing ones for user-defined/custom properties
(as done for other IDProperty owners, like IDs, bones, etc.).

Pull Request: https://projects.blender.org/blender/blender/pulls/145424
2025-09-02 14:13:28 +02:00
Bastien Montagne
2c42ca0657 Readfile: Assert given BHead _is_ an ID one in some util functions. 2025-09-01 19:19:44 +02:00
Sean Kim
8188dbd246 Paint: Change brush size values to represent diameter
This commit changes the internal storage and user-facing representation
of the brush size values (`size` and `unprojected_size`) from radius
to diameter.

This has a number of benefits:
* While the radius is more helpful for many internal operations, it is
  more natural to estimate the size of a brush by the diameter
* Because the pixel size is stored as an integer, users are currently
  unable to make brushes that have an odd numbered diameter, notably
  preventing the ability to make single pixel brushes.

Internally, the `Brush` and `UnifiedPaintSettings` size values are
versioned to double their on-disk values. The relevant `BKE` functions
that access the data return the radius at runtime, and any internal
`struct`s that stored radius continue to do so.

The 'Radius' text for brushes is changed to 'Size' and all references
to it in descriptions are changed to 'size' as well.

Resolves #134204

Pull Request: https://projects.blender.org/blender/blender/pulls/142495
2025-08-30 00:18:41 +02:00
Nika Kutsniashvili
cb22938fe9 UI: Theme: Move keyframe properties to common
Continuing #140360

This PR moves keyframe theme properties from editors into Common.
Besides Dope Sheet, keyframe properties were in:

- Sequencer (almost all types, and might use more in the future)
- 3D Viewport, where the active object name overlay used a separate Object Keyframe color when
it had keyframes on the current frame. Now it uses the common Keyframe Selected color, instead
of having its own property just for this little text.
- Keyframes in Movie Clip Editor were hard-coded white, now they use a common Keyframe color.
Selected colors used wrong long key selected color, now they use common Keyframe Selected color.
- Movie Clip Editor also used separate colors for what it called "Strips", but they are visually
the exact same thing as "long keys" in Dope Sheet, so they use common long key colors now.

There are Keyframe Border properties in Dope Sheet, Sequencer, and NLA, but they're not shared
because they're drawn on very different backgrounds, in different sizes, with different fill colors, so
it's difficult to make one color work for all of them, and it can restrict customization and accessibility.

Video in PR

---

Details:
- Long keys in Dope Sheet/Clip Editor and Strips in NLA used the same internal "strip" attribute.
Those needed to be separated to properly use long key colors in common, without worrying
about affecting unrelated things, and those two are as unrelated as they can get.
To properly separate them I added new "long_key" attributes, and corresponding
`TH_LONGKEY` and `TH_LONGKEY_SELECT`.
- Long keys in Movie Clip Editor had hardcoded alpha. Now they use alpha of the theme color.

Pull Request: https://projects.blender.org/blender/blender/pulls/144259
2025-08-29 23:22:38 +02:00
Hans Goudey
ae53dc3a60 Sequencer: Avoid storing un-tracked pointers in blend files
Currently, sequencer structs contain several pointers to data within
other structs. These pointers need to be remapped as the structs are
reallocated when reading from blend files. That has worked so far
because the pointers are exactly the values from the Blender session
that saved the file. With the implementation of #127706, the pointers
in the file aren't "real" anymore, and we can't offset them to get the
struct that contained the data. I'm working on the pointer stability
solution now to address a memfile undo performance regression
in 5.0 due to the `AttributeStorage` read/write design.

This commit replaces these 4 mid-struct pointers to point to the
containing strips instead, and uses some trivial logic to access the
fallback root sequence channels and strips. This makes the pointer
remapping on file load possible again.

This change is backward compatible but not forward compatible.

Second try after #144626

Pull Request: https://projects.blender.org/blender/blender/pulls/144878
2025-08-29 16:58:08 +02:00
Nika Kutsniashvili
ea47231a7b UI: Make selected track color in Movie Clip Editor themeable
Selected tracks in the Movie Clip Editor's Dope Sheet used hard-coded color.
Added a new theme property for them, and previously hard-coded color is now just a default.

Pull Request: https://projects.blender.org/blender/blender/pulls/144265
2025-08-28 19:12:11 +02:00
Jacques Lucke
20956c69fa Fix: Nodes: crash when opening files with closure and bundle nodes saved in 4.5
This adds support for opening "invalid" files containing closure/bundle nodes that have
first been saved with 5.0, then resaved with 4.5. Note that loading them in 4.5 only works
after #145337.

Pull Request: https://projects.blender.org/blender/blender/pulls/145333
2025-08-28 16:31:33 +02:00
Omar Emara
149a47ba57 Compositor: Turn Menu options to inputs
This patch turns node Menu options into menu inputs. This patch only
covers node operations like Filter, Distort, and so on. Pixel nodes like
Color Balance, Matte, and so on will be done in a separate patch.

Pull Request: https://projects.blender.org/blender/blender/pulls/144495
2025-08-28 08:45:23 +02:00
Hans Goudey
18fc19b4fe Cleanup: Rename "mloopuv" to "uv_map"
The old name refers to the `MLoopUV` struct which isn't use anymore.

Pull Request: https://projects.blender.org/blender/blender/pulls/145251
2025-08-27 17:44:08 +02:00
Brecht Van Lommel
6aa11a304c Paint: Store brush and palette colors in scene linear colorspace
For historical reasons these were stored in sRGB space, which caused all
kinds of complexity.

* For image painting, it now properly uses the byte buffer colorspace
  instead of assuming sRGB or display colorspace. This can be more expensive,
  so there is a fast path for sRGB buffers (and for fixed brush colors).
* Lots of code was changed to remove conversion when painting float images
  or vertex colors, and added when painting byte images.
* For non-color data, there is now no colorspace conversion between the brush
  color and image pixels, and #143642 was basically reverted because of that.

Compatibility notes:

* Backwards compatibility is not perfect, as we can not determine if the
  brush has non-color data in isolation. We always convert sRGB to linear,
  and existing brushes configured with non-color data need to be manually
  fixed.
* There is forward compatibility, the old sRGB value is still stored next
  to the scene linear value.

Pull Request: https://projects.blender.org/blender/blender/pulls/144400
2025-08-26 17:10:16 +02:00
Hans Goudey
166d7990ab Fix #142636: Crash with node interface that's an input and an ouput
For a brief period it was possible to create these node interface sockets
that were both inputs and outputs. Nowadays we're implementing the
row-alignment in a different way, and we expect the input and output
status to be mutually exclusive. This PR adds versioning to properly
split such sockets.

The implementation relies on the unique identifier space being
separate for the input and output sockets.

Pull Request: https://projects.blender.org/blender/blender/pulls/144807
2025-08-25 17:01:45 +02:00
Sergey Sharybin
a020907844 Multires Bake: Implement vector displacement baking
Supports baking to object and tangent space.

Compatible with Cycles Vector Displacement node which has the
(tangent, normal, bitangent) convention.

The viewport situation is a bit confusing: seems that Eevee
does not handle vector displacement properly and rips all faces
apart. Cycles renders the displaced object correctly.

Not entirely happy with the UI, as displacement space does not
really belong to the Output, but so doesn't Low Resolution Mesh.
Perhaps the best would be to have a separate pass to revisit the
settings, and also make it more clear what the Low Resolution Mesh
actually does.

Pull Request: https://projects.blender.org/blender/blender/pulls/145014
2025-08-25 14:23:35 +02:00
Falk David
1122a05cb6 VSE: Scene Selector & Scene Time Synchronization
Implements the proposed design (with some modifications) in #135058.

## Sequencer Scene

This adds a new property called `sequencer_scene` to workspaces. This scene is used
by the video sequence editors in the current workspace for their context.
This is a first step towards "detaching" the VSE from the active scene in the window.

Each sequencer timeline editor shows the sequencer scene that is being used.
By default, when no sequencer scene is selected, the timeline and preview are empty.

Pressing the "new" button will add a new scene and assign it to the sequencer
scene for the current workspace.

## Contextual Playback

Pressing `Space` (by default) for starting the animation playback is now contextual:
depending on the context (where your mouse cursor is), the scene that is played back
might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play"
in the 3D Viewport will play the _active scene_ of the window, while pressing "play"
in the sequencer will play the _sequencer scene_.

## Time & Scene Synchronization

Additionally, this adds a toggle called "Sync Active Scene".
With the property turned on, the active scene & scene time in the window will be
synced with the time & scene of the current scene strip in the sequencer.

Note that this is _not_ bi-directional. The sequencer can change the active scene
and map time, but it's not possible the other way around since it one can have
multiple strips using the same scene (+camera, and even time!).

Currently this setting is exposed in the footer of the sequencer timeline as well
as in the workspace settings.

This allows for one of the core concepts that the story tools projects aims at: Working
in a scene (e.g. in the 3D viewport) while also working with the edit
(in the sequencer timeline).

## Some technical notes

* Undoing while playback is running will now cancel playback. This is to avoid the timer,
   that points to the scene and viewlayer that are playing, to get de-synced after loading
   the memfile undo step.
* When the sequencer scene is not the same as the active scene, we ensure it has
   a depsgraph.
* Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped
   if that scene doesn't match the active one in the window. We now also check that it
   doesn't match the sequencer scene in the active workspace.
* When loading older files, we need to make sure that the active workspace in a window
   uses the active scene as the sequencer scene. This is to make sure that the file opens with
   the same sequences open.
* Tool settings are stored per scene. To make sure the sequencer uses the tool settings for
   the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members
   are overridden in the sequence editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
Sergey Sharybin
628f53a28c Refactor: Consolidate baking settings into BakeData
Almost all settings were duplicated between BakeData and RenderData.
The only missing field was the bake type, which is stored as a custom
property in Cycles.

This change:
- Removes unused bake_samples and bake_biasdist.
- Migrates settings like bake_margin to BakeData.
- Switches multires baker to use bake_margin.
- Introduces bake type in the BakeData, the same way how it was
  defined in RenderData::bake_mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/144984
2025-08-22 19:18:03 +02:00
Sean Kim
eea22743c1 Weight Paint: Change default 'Zero Weights' setting to 'Active'
This commit changes the default setting from 'None' to 'Active' so that
the difference between a very small weight value and a value of 0 is
more obvious.

Pull Request: https://projects.blender.org/blender/blender/pulls/144699
2025-08-21 17:07:10 +02:00
Hans Goudey
8b9e667eab Revert "Sequencer: Avoid storing un-tracked pointers in blend files"
This reverts commit 58554964e4.
Caused unexpected test failures, may need more review.
2025-08-20 11:31:02 -04:00
Hans Goudey
58554964e4 Sequencer: Avoid storing un-tracked pointers in blend files
Currently, sequencer structs contain several pointers to data within
other structs. These pointers need to be remapped as the structs are
reallocated when reading from blend files. That has worked so far
because the pointers are exactly the values from the Blender session
that saved the file. WIth the implementation of #127706, the pointers
in the file aren't "real" anymore, and we can't offset them to get the
struct that contained the data.

This commit replaces these 4 mid-struct pointers to point to the
containing strips instead, and uses some trivial logic to access the
fallback root sequence channels and strips. This makes the pointer
remapping on file load possible again.

The downside is that this isn't strictly backward or forward compatible,
but only on a UI-level. The active meta-strip information will be lost,
and the sequencer will reset to displaying the root sequence.

Depends on #144624

Pull Request: https://projects.blender.org/blender/blender/pulls/144626
2025-08-20 16:49:41 +02:00
Alberto12345678999
d803ee4c79 Nodes: Port shader Gamma node to Geometry Nodes
This patch unifies the Gamma node across editors:

- Compositor now uses the Shader Gamma node implementation.
- Geometry Nodes also uses the node as a new addition.
- UI-wise in the Compositor, only socket labels change to "Color".

Forward compatibility is broken for the compositor, and the python API
changed, since the node's ID name is now ShaderNodeGamma as opposed to
CompositorNodeGamma.

Pull Request: https://projects.blender.org/blender/blender/pulls/142414
2025-08-20 08:46:34 +02:00
Sean Kim
6e82e403df Fix: Image Editor can have no default active brush
Prior to this commit, determining the default brush asset used for a
particular mode was based on the object's mode. This is slightly
incorrect for the Image Editor, since it may be in Paint Mode no matter
the underlying object type. To fix this, use the runtime `PaintMode`
enum for determining these default values instead of `eObjectType` and
store the `PaintMode` on `PaintRuntime` for easy access.

Additionally, inside the toolsystem, prevent accidentally unsetting
the default brush by checking for the presence of the asset when
loading an `AssetWeakReference`.

Pull Request: https://projects.blender.org/blender/blender/pulls/144765
2025-08-19 22:44:24 +02:00
Nika Kutsniashvili
7d2b024151 UI: Theme: Move curve handle properties in common
Continuing #140360, after 39c066ee53

Moving curve handle colors & size from space editors into common theme properties.

They are now shared by 3D Viewport, Image Editor, Graph Editor, and Movie Clip Editor,
instead of each of them having their own properties.

(Video in PR)

---

Details:
- NURB U/V lines, active spline, and last selected point colors were defined
in `rna_def_userdef_theme_spaces_curves` but were optional and only called by
3D viewport. Since no other editor calls that function anymore, I removed it and
moved those properties directly inside `rna_def_userdef_theme_space_view3d`.
- In Image Editor & Movie Clip Editor (Mask mode), curves don't ever show
selection colors, and Vector handles are generally never visible, that is
bug/missing in Blender in general, not a result of this PR.
- Handle vertex size were included in Dope Sheet and NLA, where handles don't
exist. Now as a side effect they're removed as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/143762
2025-08-15 21:40:56 +02:00
Aras Pranckevicius
3d9155eb0a PointCache: improve performance and compression, always compress
Point Caches (used by particle system, cloth, boids etc.) are now
always compressed, uzing zstd coupled with lossless data filtering.

- This is both smaller cache files _and_ faster than the old
  "Heavy" compression mode,
- And smaller data files and same or slightly faster speed than
  using no compression at all,
- There was not much difference between compression levels once
  data filtering got added, so option to pick them was removed.
- So there's no downside to just always using the compression,
  which makes for a simpler UI.
- RNA change: removes PointCache.compression property.

More details and cache size / performance numbers in the PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/144356
2025-08-13 16:38:46 +02:00
Jonas Holzman
da781fd685 UI: Allow Preferences editor to be opened in Maximized Area
This commit adds the option to open the Preferences editor in a
maximized area instead of a new window. This is done by adding a
"Preferences" field to the Interface > Editor > Temporary Editor
preferences. The default value is set to "New Window" keeping the
current behavior.

Implements: #142665

Pull Request: https://projects.blender.org/blender/blender/pulls/142681
2025-08-13 11:26:50 +02:00
YimingWu
16820b7dc6 Cleanup: LineArt: Bump version when doing thickness versioning
Version should always be bumped when doing changes to DNA, not combined
with other changes in the latest version.

The versioning code was introduced in 6f57268e9a .

Pull Request: https://projects.blender.org/blender/blender/pulls/144472
2025-08-13 06:39:59 +02:00
Mohamed Hassan
ce7759bae6 Compositor: Removing Sun Beams node
This patch removes the Sun Beams node since it is now part of the
Glare node. It is versioned using a Glare node of Sun Beams type.

Pull Request: https://projects.blender.org/blender/blender/pulls/144110
2025-08-12 19:53:54 +02:00
Aras Pranckevicius
961faca474 Cleanup: Cleanups in point cache code
- Make PTCACHE_COMPRESS_ an actual enum
- Clarify that while it looks like bitmask, it really is just an enum
- Make ptcache_file_compressed_write take similar arguments as
  ptcache_file_write (item count and item size)
- All callers of ptcache_file_compressed_write were doing compressed
  result memory allocation in exactly the same way; just make it happen
  inside the function itself. This also makes it no longer need
  the callers to do "is this zstd?" check around the call.
- The lzma "props" buffer was dynamically allocated for no good reason,
  just make it a simple array, and clarify the variable names.
- Remove BLI_assert_unreachable() from ptcache_file_compressed_read;
  asserts are for "impossible" situations; this one just happens any
  time one opens a 4.x file with caches in 5.0.

Pull Request: https://projects.blender.org/blender/blender/pulls/144193
2025-08-11 18:30:54 +02:00
Bastien Montagne
87ec9fc4a7 Animation: Fix crash in versioning code when pose bones are not in sync with Armature data.
Pull Request: https://projects.blender.org/blender/blender/pulls/144210
2025-08-11 10:45:33 +02:00
Campbell Barton
510b51391f Modeling: support maintaining the active object when pasting
Maintain the active object for the 3D viewports clipboard.
This avoids the need to activate the object after pasting to edit
its materials or change modes.

Matches the behavior for notes (see !143832) and addresses #143833.

Ref !144192
2025-08-09 21:50:22 +10:00
Nika Kutsniashvili
a459556ebd UI: Theme: Move more animation properties in common
Next step of #140360, continuing after 39c066ee53
Moves more animation theme properties shared by different editors to the new Common panel.

- Playhead (was shared by 7 editors)
- Marker Line (was shared by 5 editors)
- Marker Line Selected (was shared by 5 editors)
- Channel (was shared by 3 editors)
- Sub-channel (was shared by 3 editors)
- Channel Group (was shared by 2 editors)
- Active Channel Group (was shared by 2 editors)

In total, 27 properties are replaced with 7.

---

User Visible Changes:
- "Current Frame" is renamed to "Playhead". It was general sentiment among
Anim and UI modules to rename this everywhere after "Playhead Snapping" was
added, and this is first step towards that. Name is more recognizable and it's
clear it refers to UI element, rather than something as generic as "current frame".

- Channel, Sub-channel, Channel Group, and Active Channel Group colors in
Dope Sheet had alpha, but ones in Graph and NLA editors didn't. New common
property is used for all three of them and has alpha, meaning two editors gain
alpha as well, but they don't use alpha, still only Dope Sheet does.

- Channel and Sub-channel had different color in NLA and didn't match Dope Sheet
and Graph Editor, now since it's shared it has same color, which is a visual change
(slighlty lighter blue).

Pull Request: https://projects.blender.org/blender/blender/pulls/144060
2025-08-09 09:04:53 +02:00
Habib Gahbiche
7071d9a030 Cleanup: Use correct macro for versioning 2025-08-08 13:35:34 +01:00
Omar Emara
a252ebb531 Cleanup: Remove deprecated movie formats code
This patch removes code handling the now-deprecated movie formats.

Pull Request: https://projects.blender.org/blender/blender/pulls/144188
2025-08-08 10:28:19 +02:00