Add a separate function that calculates text selection box positioning
given a string's selection start and end offsets. Moves this to a
better place and allows to have more complex boxes in future when we
might have multi-line and/or multi-directional text input.
Pull Request: https://projects.blender.org/blender/blender/pulls/121448
This commit prevents considering Scenes (and a few other ID types, like
WindowManager or Library) as being part of liboverride hierarchies.
Having collections, objects, obdata etc. depend on a Scene ID is
typically not considered as a valid setup for linked data.
And in any case, Scenes are not officially supported for liboverrides
currently.
In the case of #121410, where a driver of the armature object was using
the Scene ID, it will simply keep that scene reference pointing to the
linked scene, instead of overriding the whole scene.
Code checking whether an ID should be considered as part of the
currently processed liboverride hierarchy or not was very similar all
over the liboverride code.
It is now deduplicated into two util functions, which helps ensuring
coherence in these checks, and future potential changes in this
filtering process.
NOTE: While no pratical changes are expected form user PoV with this
refactor, technically it does modifies the behavior in some cases (added
checks).
This is a bit of a hack hammer to solve a specific issue, but it is not
really clear to my currently why some of these tool settings get
invalid data.
On the other end, not sure that it would make any sense to consider
these 'runtime' data for liboverrides anyway.
Remove both compute barriers and useResource calls
as explicit resources bound via setTexture and
setComputeBuffer are implicitly tracked by the Metal
API anyway, so these calls increase complexity, without
altering correctness
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/121598
This patches optimizes the Fog Glow Glare node to be about 25x faster
for 4K images. This is mainly achieved by utilizing the FFTW library and
multi-threading support code. Further improvements are still possible by
caching kernels, but the CPU compositor does not support caching yet.
The old Hartley transform was removed, so the node no longer works when
FFTW is disabled as a build time option, much like the OIDN node. A new
BLI library was introduced for FFTW, it includes some helper routines
relevant for FFTW as well as an initialization routine that sets up
multithreading using TBB as well as thread safety.
Build system support for threaded FFTW was also added, which defines the
relevant variables to detect threading support as well as add the
relevant libraries.
We do not currently have the threaded FFTW libs in our precompiled libs,
so the threading code is disabled until the libs lands in the coming
weeks. So currently, the code is only about 9x faster.
The only functional change is that the kernel is now odd sized, which
should produce more accurate results, but the final result is almost
identical and mostly undetectable.
The plan is to port this to the GPU as well similar to how we implement
OIDN until we have a GPU FFT implementation. GPU compositor can also do
caching, so it should be faster, being able to compute a 4K image in
under half a second.
Pull Request: https://projects.blender.org/blender/blender/pulls/121653
When drawing hair/curves the material shader has a "a" texture slot,
but this slot was never bound to a texture. This PR fixes this by
adding a default texture to it and when available tries to bind
CD_AUTO_FROM_NAME resources.
This part seems to be not implemented when the new curve rendering
was added. `CD_AUTO_FROM_NAME` was never considered and therefore the
layer could not be found and the sampler could not be found.
Fixes#115460
Pull Request: https://projects.blender.org/blender/blender/pulls/121064
The bias was cutting the wrong end of the distribution,
making the result noisier than it should and missing
rays in the center.
This also increases the bias a bit more to reduce
noise.
This required making a whole bunch of other functions in the call chain
take const parameters as well. It also required changing some function
pointers in some types to take const parameters, which in turn required
changing all the functions that are pointed to by those function
pointers to take const parameters as well.
Additionally, there was one mutable usage of the `FModifier *` parameter
in `fcm_cycles_time()` that had to be removed to make the call chain
const. However, this turned out to be a code path that shouldn't be
reachable, and would represent a bug elsewhere. So it was changed to
an assert.
All in all, the non-constness was deep and tangled.
There's still a lot more that we can make const, but I wanted to keep
this change as narrow and focused as possible.
Code used to tag liboverrides references as 'pre-existing' to force code
further down the way to always keep these IDs linked.
However, this was a (bad) hack, since it could have uncontrollable
side-effects, abusing a tag for somethig else than its original meaning.
And this should not have been needed for quite some time already, as
liboverrides handling was already properly done by append
post-processing code.
No behavior change expected here.
In a nutshell, the handling of dependencies in the 'append' part of the
code was not fully correct, and could break badly in some complex cases
(like appending complex hierarchies of data partially re-using some
dependencies from other previously appended data).
This could lead to e.g. some linked data referencing some local IDs...
straight way to crash in undo case (among many other problems).
Previous code was fairly compact and tried to be smart and efficient,
making some not-always-correct assumptions, and being quite hard to
fully understand.
So the first step of this fix was some refactoring:
* Splitting the post-process part of the 'link' case into its own
function (it is fairly trivial, and while it does duplicate some
logic to some extent, it makes the overall link/append process
clearer).
* Heavily refactoring the part of the 'append' code that decides how
to handle each linked ID.
The append-related post-processing is now significantly more complex,
but hopefully better divided in reasonably logical steps. And it is now
expected to deal with complex re-usability cases properly.
Pull Request: https://projects.blender.org/blender/blender/pulls/121867
Add new ID_IS_EDITABLE macro that checks if the ID can be edited in the
user interface. Replace usage of ID_IS_LINKED where it is used with this
meaning.
Also add a corresponding ID.is_editable property for Python.
This prepares for the ability to edit some linked datablocks for brush
assets.
Pull Request: https://projects.blender.org/blender/blender/pulls/121838
The end of a fixed duration frame is stored as a special
`GreasePencilFrame`, notably with a `drawing_index` of
-1.
These were previously called "null" frames (because they
don't point to a drawing). But this name wasn't great.
This commit renames these to the more descriptive
"end" frame. In code, they are `GreasePencilFrame::end()`
and can be checked for with `frame.is_end()`.
All comments and function names referring to "null"
frames have also been updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/121868
Shared cache in GPv3 line art is created before
`MOD_lineart_compute_feature_lines_v3`, the function will create its own
cache and overwrite the old one, causing memory leak. Now all code paths
have been fixed.
Previously regular paths were supported however supporting both
URL's and file paths isn't very common & complicated internal logic.
Also fixed an error where the server-generate sub-command created the
"archive_url" from the file-name without URL encoding.
Developed as part of the brush assets project, see #106303. No user visible
changes at this point.
Makes it possible to display asset shelves as popups. These popup asset shelves
use static storage for their settings, mainly to remember the active catalog
and filter string, while keeping them separate from the permanent asset shelf
region. Further, the popup can be displayed in any editor, making asset
selectors possible to add anywhere in the UI. When an asset is chosen, an
operator passed to the asset shelf as bl_activate_operator is called, with an
asset weak-reference to refer to the activated asset stored in the operator
properties.
Adds UILayout.template_asset_shelf_popover() to insert asset shelf popup
buttons, taking an asset shelf idname and some normal UI parameters.
This unify Cycles and EEVEE setting.
We always copy the Cycles setting in versionning
except if the first scene is using EEVEE as renderer.
Note that this currently breaks importers
addons who will try to `cycles.cast_shadow`property
on the light.
Pull Request: https://projects.blender.org/blender/blender/pulls/121804
As described in the report, pie menus can show horizontal lines if they
use separators without explicit type. This just makes them use blank
space by default instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/121839
The extensions system allows to extend Blender with connectivity to the internet. Right now it means Blender can
discover and install add-ons and themes directly from the internet, and notify users about their updates.
By default this is disabled (opt-in), and users can enable it the first time they try to install an extension or visit
the Prefences > Extensions tab. If this is enabled, Blender will automatically check for updates for
extensions.blender.org upon startup.
When will Blender access the remote repositories:
* Every time you open the Preferences → Extensions: ALL the enabled repositories get checked for the latest info (json)
* Every time you try to install by dragging: ALL the enabled repositories get checked for the latest info (json).
* Every time you start Blender: selected repositories get checked for the latest info (json).
------------------
From the Blender code point of view, this means that most of the add-ons and themes originally bundled with Blender
will now be available from the online platform, instead of bundled with Blender. The exception are add-ons which are
deemed core functionality which just happened to be written as Python add-ons.
Links:
* Original Extenesions Platform Announcement: https://code.blender.org/2022/10/blender-extensions-platform/
* Extensions website: https://extensions.blender.org/
* User Manual: https://docs.blender.org/manual/en/4.2/extensions/index.html#extensions-index
* Technical specifications: https://developer.blender.org/docs/features/extensions/
* Changes on add-ons bundling: https://devtalk.blender.org/t/changes-to-add-on-bundling-4-2-onwards/34593
------------------
This PR does the following:
* Move extensions out of experimental.
* No longer install `scripts/addons` & `scripts/addons_contrib`.
* Add `scripts/addons_core` to blender's repository.
These add-ons will still be bundled with Blender and will be always enabled in the future, with their preferences
moved to be more closely integrated with the rest of Blender. This will happen during the remaining bcon2 period.
For more details, see #121830
From scripts/addons:
* copy_global_transform.py
* hydra_storm
* io_anim_bvh
* io_curve_svg
* io_mesh_uv_layout
* io_scene_fbx
* io_scene_gltf2
* pose_library
* ui_translate
* viewport_vr_preview
Extra: bl_pkg (scripts/addons_contrib)
Note: The STL (legacy) add-on is going to be moved to the extensions platform. There is already a C++ version on core
which is enabled by default.
All the other add-ons are already available at extensions.blender.org. To use them you need to:
* Go to User Preferences > Extensions
* You will be greated with an "Online Extensions" message, click on "Enable Repository".
* Search the add-on you are looking for (e.g, Import Images as Planes).
* Click on Install
Over time their maintaince will be transferred over to the community so their development can carry on. If you used to
help maintain a bundled add-on please read: https://devtalk.blender.org/t/changes-to-add-on-bundling-4-2-onwards/34593
Ref: !121825
Only happens under certain circumstances: when a renderable object is
not visible at the graph node build time, but becomes visible due to
some indirect dependency like instancing.
In order to solve this, report all updates via the depsgraph.updates.
Reproduced with 210_0040-lighting.blend from the Gold repository at
revision 2834: open the file, enter rendered viewport, change frame,
and observe that sails do not move with the boat.
Pull Request: https://projects.blender.org/blender/blender/pulls/121833
While using the mesh Bevel operator, show the changing values on the
area header and keymap entries on the Status Bar using the new system
that shows icons and toggles. Approximately 30% shorter display.
Pull Request: https://projects.blender.org/blender/blender/pulls/121796
To simplify propagation of the attribute with joined geometry
(0.0 defaults are generally easier to handle with attributes, and
even more performant), store the inverse of the current "hardness"
attribute as "softness" instead. This change involves adding a few
`1.0f - value` operations, though in the future as the renderer is
replaced that mostly should become unnecessary.
Updated version of #118007.
Pull Request: https://projects.blender.org/blender/blender/pulls/121578
The algorithm to merge points based on distance thresholdhas been
implemented in 8b7d5f8587. This patch moves the function to
`blender::ed::greasepencil` namespace and use it to implement
merge by distance operator.
There are two parameters for the operator:
`threshold`: Distance threshold used for merging.
`use_unselected`: Use whole stroke or only selected points
Resolves: #113917
Pull Request: https://projects.blender.org/blender/blender/pulls/120385
The user preference Timecode Style has a "Compact with
Milliseconds" item, but they are not actually milliseconds. For
example at 25 fps, frame 42 will be at 00:01+17, or 00:01.68, which
is just seconds with the decimal part. Actual milliseconds would be
00:01+680ms or something, which would be cumbersome.
This PR rephrases the option to "Compact with Decimals" instead of
"Milliseconds".
Timecodes in animation editors currently show only one decimal
place when this timecode style is selected. This may not be
sufficient precision, so increase the precision to 2 places
instead.
If one animates at 25 fps, each timecode is currently duplicated 2
or 3 times, which makes it hard to distinguish each frame.
Pull Request: https://projects.blender.org/blender/blender/pulls/119768
This is due to the wrong offset when "navigation controls" is off. Axis
gizmo is still visible so "else" codeblock is expected to handle the
correct offset value.
Pull Request: https://projects.blender.org/blender/blender/pulls/121775
Implementation of the GPv2 Fill tool in Grease Pencil 3.
This tool creates new strokes where the user clicks, by rendering
strokes into an image and then performing flood-fill and boundary
search operations.
This is a minimal first part, several features of the GPv2 tool are
still missing (gap filling methods, smoothing, dilate/erode).
Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/120693