The Image Editor had a different menu order compared to the 3DView (this
came with fb74dcc5d6).
Now made the order in the Image Editor match the one of the 3DView.
Also matches the order in the sidebar now.
Pull Request: https://projects.blender.org/blender/blender/pulls/143222
Add a new operator "Make Shape Key the Basis Key", shown in the Shape
Key menu as "Make Basis". Effectively this does the same thing as moving
the active shape key to the top of the list of shape keys: applying it
to the mesh.
This operator is added now, because !141930 will prevent moving shape
keys to the top of the list. This hopefully prevents accidentally making
other keys the basis key, which can cause issues that are hard to
recover from.
Pull Request: https://projects.blender.org/blender/blender/pulls/143200
Part of https://projects.blender.org/blender/blender/pulls/141278
Blend files compatibility:
If a World exists and "Use Nodes" is disabled, we add new nodes to the
existing node tree (or create one if it doesn't) that emulates the
behavior of a world without a node tree. This ensures backward and
forward compatibility.
Python API compatibility:
- `world.use_nodes` was removed from Python API => **Breaking change**
- `world.color` is still being used by Workbench, so it stays there,
although it has no effect anymore when using Cycles or EEVEE.
Python API changes:
Creating a World using `bpy.data.worlds.new()` now creates a World with
an empty (embedded) node tree. This was necessary to enable Python
scripts to add nodes without having to create a node tree (which is
currently not possible, because World node trees are embedded).
Pull Request: https://projects.blender.org/blender/blender/pulls/142342
It allows to implement tricks based on a knowledge whether the path
ever cam through a portal or not, and even something more advanced
based on the number of portals.
The main current objective is for strokes shading: stroke shader
uses Ray Portal BSDF to place ray to the center of the stroke and
point it in the direction of the surface it is generated for. This
gives stroke a single color which matches shading of the original
object. For this usecase to work the ray bounced from the original
surface should ignore the strokes, which is now possible by using
Portal Depth input and mixing with the Transparent BSDF. It also
helps to make shading look better when there are multiple stroke
layers.
A solution of using portal depth is chosen over a single flag due
to various factors:
- Last time we've looked into it it was a bit tricky to implement
as a flag due to us running out of bits.
- It feels to be more flexible solution, even though it is a bit
hard to come up with 100% compelling setup for it.
- It needs to be slightly different from the current "Is Foo"
flags, and be more "Is Portal Descendant" or something.
An extra uint16 is added to the state to count the portal depth,
but it is only allocated for scenes that use Ray Portal BSDF.
Portal BSDF still increments Transparent bounce, as it is required
to have some "limiting" factor so that ray does not get infinitely
move to different place of the scene.
Ref #125213
Pull Request: https://projects.blender.org/blender/blender/pulls/143107
This includes a new list structure type and socket shape, a node
to create lists, a node to retrieve values from lists, and a node to
retrieve the length of lists. It also implements multi-function support
so that function nodes work on lists.
There are three nodes included in this PR.
- **List** Creates a list of elements with a given size. The values
are computed with a field that can use the index as an input.
- **Get List Item** A field node that retrieves an element from a
a list at a given index. The index input is dynamic, so if the input
is a list, the output will be a list too.
- **List Length** Just gives the length of a list.
When a function node is used with multiple list inputs, the shorter
lists are repeated to extend it to the length of the longest.
The list nodes and structure type are hidden behind an experimental
feature until we can be sure they're useful for an actual use case.
Pull Request: https://projects.blender.org/blender/blender/pulls/140679
This patch replaces the Composite node with the Group Output node as the
primary compositor output. The old node was removed and versioned. This
was done for consistency with Geometry Nodes and in preparation for more
generic use of the compositor in VSE modifiers, layered compositing, NPR
multi-stage compositing, and more.
The Group Output node relies on the node tree interface, so we now have
a default interface of a single input and a single output. For now, only
the first input is considered while the rest are ignored, just like the
Geometry Nodes design. Furthermore, the input is required to be of type
color. Warnings and errors are issues if any of those are not met, also
similar to Geometry Nodes.
This introduces a new limitation: Composite outputs can no longer exist
in node groups, since they obviously then act as their respective group
outputs.
A refactor for the compositor scheduler is needed to simplify the logic
after this change, but this will be done in a separate patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/142232
Update bookmark UIList, so it appears same as Vertex Groups,
Shape Keys, etc. (by default 3 and 5 rows visible depending on
element count)
See images in PR description
Pull Request: https://projects.blender.org/blender/blender/pulls/141790
If importing keymap with the same name as the built-in ones (like
"Blender", "Industrial Compatible"), those entries will become stale and
can't be removed from the UI because when removing preset it checks the
name against builtin ones. This patch fixes the problem from the
importing side and disallow names that are the same with builtin ones
from being imported (They will be renamed upon importing).
Pull Request: https://projects.blender.org/blender/blender/pulls/142697
HDR video files are properly read into Blender, and can be rendered out
of Blender.
HDR video reading / decoding:
- Two flavors of HDR are recognized, based on color related video
metadata: "PQ" (Rec.2100 Perceptual Quantizer, aka SMPTE 2084) and
"HLG" (Rec.2100 Hybrid-Log-Gamma, aka ARIB STD B67). Both are read
effectively into floating point images, and their color space
transformations are done through OpenColorIO.
- The OCIO config shipped in Blender has been extended to contain
Rec.2100-PQ and Rec.2100-HLG color spaces.
- Note that if you already had a HDR video in sequencer or movie clip,
it would have looked "incorrect" previously, and it will continue to
look incorrect, since it already has "wrong" color space assigned to
it. Either re-add it (which should assign the correct color space),
or manually change the color space to PQ or HLG one as needed.
HDR video writing / encoding"
- For H.265 and AV1 the video encoding options now display the HDR mode.
Similar to reading, there are PQ and HLG HDR mode options.
- Reference white is assumed to be 100 nits.
- YUV uses "full" ("PC/jpeg") color range.
- No mastering display metadata is written into the video file, since
generally that information is not known inside Blender.
More details and screenshots in the PR.
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/120033
When creating presets in some panels, names like "Default" can be used
which are the same preset names as bundled presets. New entries created
like this can't be deleted because blender will treat it as a bundled
preset which then leaves stale entries in the list. This fix prevents
those kind of preset names to be used during creation.
Pull Request: https://projects.blender.org/blender/blender/pulls/142652
When having a checkbox and a value both in one row together with an
animation decorator it is questionable whether the decorator should act
on animating the checkbox or the corresponding value.
We had similar cases before (e.g. 7c04ef210e)
In this case as well, one would think it is more desirable to animate
the actual Temperature **value** (instead of the checkbox), so this is
what this PR does.
Pull Request: https://projects.blender.org/blender/blender/pulls/142192
This commit moves the freestyle edge and face mark tags to become
generic attributes, similar to other changes over the past years. The
attributes are called "freestyle_edge" and "freestyle_face", and they're
now propagated like regular boolean attributes.
Compatibility wise, forward and backward blend file compatibility are
maintained (for forward compatibility this is implemented a bit
differently than in the past because of the ongoing `AttributeStorage`
transition). In the Python API, `use_freestyle_mark` has been removed;
the attribute API should be used instead (just like bevel weights).
The BMesh (`freestyle`) accessors are removed too.
The conversions benefit from the fact that bit-wise, the old structs are
the same as `bool`, so we can convert to the old and new formats without
reallocating arrays.
Pull Request: https://projects.blender.org/blender/blender/pulls/141996
Panel toggles are implemented by having a boolean socket with
`is_panel_toggle` set to `True`, as the first item in that panel's children.
These sockets are then hidden from the user, as the checkbox gets drawn
in the panel's UI.
In specific circumstances described in the bug report, the active selection
can sometimes land on these sockets. Leading to the user being able to
directly access these internal sockets.
The changes in the patch make the "Remove Item" operator check if
the resulting selection lands in a toggle socket, and move the selection
to that toggle's parent panel if that is the case.
Pull Request: https://projects.blender.org/blender/blender/pulls/141859
This PR moves Wayland/HDR support out of experimental.
This allows more people to test and provide feedback. We
can always decide later to disable it for the release, but so
far we only got positive feedback.
Pull Request: https://projects.blender.org/blender/blender/pulls/141666
Some items in the node editors' add menus were not properly
translated. The affected items referenced an enum property on a node,
such as Math node's Operation.
Since some of those enums use a specific translation context, the same
context must be used when adding them to the search menus. The context
can simply be retrieved from the bl_rna prop itself.
In addition, some items use labels that are already translated
manually and do not need the auto translation, so disable that in
those cases (translate=False).
No new messages are added by this change.
Reported by Ye Gui in #43295.
Pull Request: https://projects.blender.org/blender/blender/pulls/141629
Instead of only showing a button to switch to the texture properties -
which don't actually allow creating a texture for linestyle - add a
data-block selector that allows creating a texture for linestyle. It
will also show a button to switch to the texture properties, if
available.
It seems like the previous UI didn't have any good way of assigning a
texture for linestyle, without going into the texture node editor.
Pull Request: https://projects.blender.org/blender/blender/pulls/141408
**Problem Description**
Blender's current mesh data layout often lacks spatial coherence,
causing performance bottlenecks during BVH construction for sculpting
and painting operations. Each time a BVH is built, the system must
recompute spatial partitioning and vertex groupings from scratch,
leading to redundant calculations and suboptimal memory access patterns.
**Proposed Solution**
This patch implements pre-computed spatial organization of mesh data
through a new `mesh_apply_spatial_organization()` function that:
- Reorders vertices and faces based on spatial locality using recursive
spatial partitioning.
- Stores pre-computed MeshGroup hierarchies in MeshRuntime for reuse.
- Enables the BVH system to bypass expensive spatial computation when
pre-organized data is available.
This approach separates the expensive spatial computation from more
frequent BVH rebuilds, providing sustained performance improvements
across multiple sculpting operations.
**Limitations**
- Requires manual invocation (occurs automatically only during remesh
operations).
- Additional memory overhead for storing MeshGroup metadata.
- One-time computational cost during initial organization.
- Spatial group references are not yet stored in files.
**User Interface**
The feature is accessible via a new "Reorder Mesh Spatially" operator in
the Mesh Data Properties panel under the Geometry Data section. Users
can invoke it manually when needed, or it will be applied automatically
during quadriflow and voxel remesh operations. The operator provides
feedback confirming successful spatial reordering.
Pull Request: https://projects.blender.org/blender/blender/pulls/139536
You could basically not interact with the animation (except for
keyframes in the main region), channels region was totally empty, NLA
could not be used, ...
It is not something users will animate a lot, but we should still have
animation editors in mind when adding a new object type.
Just missing from cc31d7bb49
Pull Request: https://projects.blender.org/blender/blender/pulls/141449
This replaces the Move/Link to Collection operator popup with a menu,
allowing this to be able to search collection to move and to expand
this menu from other menus.
This removes the expected memory leak of using the popup.
Move to Collection operator now uses `session_uid` to identify
target collection, this now allows to target a collection from another
scene, however, is not exposed throw UI)
Resolves#133772
Pull Request: https://projects.blender.org/blender/blender/pulls/140883
Geometry Nodes' Add > Input > Import menu includes file format items
such as "Standford PLY (.ply)", "STL (.stl)", "Text (.txt)". The
latter needs to be translated because "Text" is a generic format.
These items are declared using a custom function
`node_add_menu.add_node_type`, with a `label` argument. This commit
adds the `label` argument to the function arguments that can be
extracted from specific node declaration functions, and specifies the
argument position for each:
"add_node_type", "add_node_type_with_outputs", "add_simulation_zone",
"add_repeat_zone", "add_foreach_geometry_element_zone",
"add_closure_zone".
There is currently no facility to specify a translation context but it
could be easily added if the need arises.
Most of these functions do not actually declare new, unique messages,
but it could happen in the future. In addition, two messages were
extracted using manual `iface_()` calls, which are no longer needed
after this change.
Reported by Ye Gui in #43295.
This commit introduces the `radial_symmetry` property on the `Mesh`
datablock and simultaneously removes the `radial_symm` property in
Sculpt, Vertex Paint, and Weight Paint.
This allows users to have these symmetry values defined on a per-object
basis instead of needing to reconfigure it for each mesh.
Current values stored on the `ToolSettings` on a per-scene basis are not
copied to each mesh in a scene. This is done to avoid introducing
potentially inaccurate data to a large number of meshes at the cost of
some minor backwards incompatibility.
Part of #108107
Pull Request: https://projects.blender.org/blender/blender/pulls/141108
I18n: Translate a few messages
- Translate add-on types in the user preferences.
- Translate a report which uses formatting.
- Do not translate scene names in `sequencer.scene_strip_add` operator
UI.
- Do translate the type of new scene in
`sequencer.scene_strip_add_new` operator.
- Translate Half and Float image format color depth enum items.
- Translate Mix node header with non-color data types.
- Translate sequencer modifiers' names if data translation is enabled.
Most issues reported by Ye Gui in #43295.
Pull Request: https://projects.blender.org/blender/blender/pulls/141145