The goal is to make the search faster to use by dynamically adapting to the user.
This can be achieved using the simple but common approach of showing recently
selected items at the top. Note, that the "matching score" between the query and
each search item still has precedence when determining the order. So the last used
item is only at the top, if there is no other search item that matches the query better.
Besides making the search generally faster to use, my hope is that this can also
reduce the need for manually weighting search items in some places. This is
because while the ordering might not be perfect the first time, it will always be
once the user selected the element that should be at the top once.
This patch includes:
* Support for taking recent searches into account in string searching.
* Keep track of a global list of recent searches.
* Store recent searches on disk similar to recently opened files.
* A new setting in the user preferences that allows disabling the functionality.
This can be used if deterministic key strokes are required, e.g. for automated tests.
In the future this could be improved in different ways:
* Add some kind of separator in the search list to indicate which elements are at
the top because they have been used recently.
* Store the recent search items per search, instead of in a global list. This way
it could adapt to the user even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/110828
Avoid confusion when checking for DNA members by using the names
in DNA headers ("Light" instead of "Lamp" for e.g.)
Internally SDNA stores names without aliases for compatibility.
The intention with aliasing DNA names is for `dna_rename_defs.h`
to be the only place where the non-aliased names needed to be referenced
however versioning checks also needed to reference the old names.
This wasn't obvious, causing mistakes in versioning checks (now fixed):
- SpaceOutliner::filter
- BrushGpencilSettings::hardness
- bGPDstroke::hardness
Details:
- Alias lookup tables are now ensured for BlendFileData::filesdna.
- DNA_struct_exists & DNA_struct_member_exists now use aliased names
in versioning code.
Use with_alias / without_alias suffix for functions
so it's clear which is intended (no functional changes).
Add macros for versioning checks to avoid noisy changes,
currently they use the non-aliased versions of these functions
but should eventually be moved to use the aliased versions because
it's confusing to use the original names when these should only need
to be referenced from `dna_rename_defs.h`.
Rename for clarity in preparation for further refactoring.
Remove the need for `_nr` in function names.
- Rename *_find() functions to *_exists() since they returned a boolean.
- Rename *_find_nr() functions to *_find().
- Rename *_struct_elem_* to *_struct_member_*.
- Rename DNA_elem_size_nr -> DNA_struct_member_size.
- Rename DNA_elem_offset -> DNA_struct_member_offset_by_name.
Inlined sockets in the same vertical space are no longer supported.
This removes `input_output` socket declarations, the inlining feature in
node drawing, and the `Both` option for node group interface sockets.
Versioning code splits existing node group sockets into individual
sockets again. Unfortunately some links may get lost in versioning files
using the feature, because of an unnoticed bug: Socket identifiers have
to be unique in the node group items list but inlined input/output
sockets have the same identifier. This still works for most situations
because uniqueness is only required within input/output lists. Creating
proper unique identifiers will discard any link from the previous output
socket. This cannot easily be fixed without `after_linking` versioning
code, which should be avoided.
Pull Request: https://projects.blender.org/blender/blender/pulls/112560
Rather than always snapping the region size to the closest multiple of
the row height, remember the amount of rows displayed after the user
resized the region, and try to preserve that. This gives a lot more
predictable behavior, especially when the "Show Names" option is toggled
on and off, and the region resizes in response. With the old method the
amount of visible rows could change multiple times while toggling.
This also enables us to clamp the amount of rows (e.g. while the preview
size is increased and the region becomes too large for the area; or,
when a catalog tab is activated with fewer assets and thus fewer rows)
but still restore the amount of rows the user chose earlier, as soon as
possible.
Part of #107881.
Pull Request: https://projects.blender.org/blender/blender/pulls/112637
- Add IDP_EnsureProperties,
- Remove create_if_needed argument from IDP_GetProperties.
Split access & creation so intention reads more clearly without
looking up function arguments.
Calling an API function after the node panels patch does not internally
tag the node tree with `NTREE_CHANGED_INTERFACE` any more, because the
node tree is not directly accessible from `bNodeTreeInterface`. Before
node panels the API functions for interfaces could tag the tree directly
for later update consideration, which now requires explicit tagging
calls.
The fix is to add a flag and mutex directly to `bNodeTreeInterface`, so
API methods can tag after updates. This mostly copies runtime data
concepts from `bNodeTree`. The `ensure_interface_cache` method is
equivalent to `ensure_topology_cache` and should be called before
accessing `interface_inputs` and similar cache data.
Pull Request: https://projects.blender.org/blender/blender/pulls/111741
- Changes defaults from Emission Color 0.0, Emission Strength 1.0 to be the
other way around (Color 1.0, Strength 0.0), suggested by @brecht
- Makes emission component occluded by sheen and coat
(to simulate e.g. dust-covered light sources)
- Moves transparency into the Principled SVM/OSL node, to allow for future
support for e.g. transparent shadows in thin sheet mode.
Note that there are optimization opportunities here (mostly skipping the
non-transparent components for transparent shadow evaluation, and skipping
the parts that don't affect emission for light evaluation), but I have a
separate point for those in the Principled V2 planning since there's some
other optimization topics as well.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111155
Previously, the Principled BSDF used the Subsurface input to scale the radius.
When it was zero, it used a diffuse closure, otherwise a subsurface closure.
This sort of scaling input makes sense, but it should be specified in distance
units, rather than a 0..1 factor, so this commit changes the unit and renames
the input to Subsurface Scale.
Additionally, it adds support for mixing diffuse and subsurface components.
This is part of e.g. the OpenPBR spec, and the logic behind it is to support
modeling e.g. dirt or paint on top of skin. Before, materials would be either
fully diffuse (radius=0) or fully subsurface.
For typical materials, this mixing factor will be either zero or one
(just like metallic or transmission), but supporting fractional inputs makes
sense for e.g. smooth transitions at boundaries.
Another change is that there is no separate Subsurface Color anymore - before,
this was mixed with the Base Color using the Subsurface input as the factor,
but this was not really useful since that input was generally very small.
And finally, the handling of how the path enters the material for random walk
subsurface scattering is changed. Before, this always used lambertian (diffuse)
transmission, but this caused some problems, like overly white edges.
Instead, two different methods are now used, depending on the selected mode.
In Fixed Radius mode, the code assumes a simple medium boundary, and performs
refraction into the material using the main Roughness and IOR inputs.
Meanwhile, when not using Fixed Radius, the code assumes a more complex
boundary (as typically found on organic materials, e.g. skin), so the entry
bounce has a 50/50 chance of being either diffuse transmission or refraction
using the separate Subsurface IOR input and a fixed roughness of 1.
Credit for this method goes to Christophe Hery.
Pull Request: https://projects.blender.org/blender/blender/pulls/110989
- Adds tint control, which simulates volumetric absorption inside the coating.
This results in angle-dependent saturation and affects all underlying layers
(diffuse, subsurface, metallic, transmission). It provides a physically-based
alternative to ad-hoc effects such as tinted specular highlights.
- Renames the component from "Clearcoat" to "Coat", since it's no longer
necessarily clear now. This matches naming in e.g. other renderers or OpenPBR.
- Adds an explicit Coat IOR input, in preparation for future smarter IOR logic
around the interaction between Coat and main IOR. This used to be hardcoded
to 1.5.
- Removes hardcoded 0.25 weight multiplier, and adds versioning code to update
existing files accordingly. OBJ import/export still applies the factor.
- Replaces the GTR1 microfacet component with regular GGX. This removes a corner
case in the Microfacet code, solves #53038, and makes us more consistent with
other standard surface shaders. The original Disney BSDF used GTR1, but it
doesn't appear that it caught on in the industry.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110993
Fix#100718: NLA Hold Forward Inconsistency
Action Track with 'extrapolation=Hold Forward' behaves the same as 'Hold'.
For the Action Track, we now properly treat extrapolation Hold_Forward just like the rest of the NLA system.
Co-author Wayde Moss @wbmoss_dev
Pull Request: https://projects.blender.org/blender/blender/pulls/109182
Code would access invalid (null) `pchan->bone` pointers, presumably due
to the (linked) armature data being heavily modified compared to the
local Object's poses? At least that's the idea of what caused this
invalid state of pose data.
Unfortunately the issue was detected in a very complex case.
Essentially, opening an older snapshot (r3034) of a Pets production anim
file with assets from current repository r3055), which have been heavily
cleaned-up.
This triggers massive amount of missing linked data from the older anim
file, and extremely heavy resyncing process of liboverrides.
In any case, calling `BKE_pose_ensure` before accessing object's pose
data should never be a bad thing. ;)
When data-block/asset previews were not stored in the thumbnail cache
yet (or were outdated), we'd read them from .blend files. This could
lead to random crashes (but quite reliable with a small number of
previews to be read).
Wasn't clearing runtime memory which could lead to the
`PRV_TAG_DEFFERED` bit being set. This meant we would try to free
deferred preview data since eefee47a8a, which was just garbage memory.
Change the existing "Is Shade Smooth" node to be named "Is Face Smooth"
and add a new "Is Edge Smooth" node. Also give the "Set Shade Smooth"
node the ability to set face or edge smoothness.
The fact that the nodes process "smooth" data reversed from the builtin
"sharp" attributes can be reversed with versioning in a separate commit.
While it's tempting to abstract the sharpness status into a single node,
face and edge smoothness are accessed separately in edit mode, and the
subtlety of interacting with data on different domains would make that
confusing. Instead, a separate "Is Shade Smooth" node group asset will
give all the sharp elements taking into account both builtin attributes.
The fact that sharpness is stored separately on two domains makes the
best design for simple operations non-obvious. For example, you should be
able to remove all sharpness or make everything flat with a single node.
The behavior depends on whether the two attributes exist and the
combination of values between the domains.
---


Pull Request: https://projects.blender.org/blender/blender/pulls/112029
Node group interfaces for 4.0 are written to blend files as legacy data
to enable forward compatibility. This data is meaningless in 4.0, so if
a blend file contains it, the data should be freed right away. The
code for freeing legacy data was incomplete.
Pull Request: https://projects.blender.org/blender/blender/pulls/111989
Change the versioning code so that all bone groups are converted to bone
collections, so also the ones that did not have any bones assigned.
As Demeter[1] put it: While bone groups with 0 bones assigned are
usually unintended, versioning should still preserve them I feel like,
just to be on the safe side. If there was an update to the vertex group
system, I would also expect empty vertex groups to survive, even though
they are strictly speaking pretty much pointless.
[1]: https://projects.blender.org/blender/blender/issues/111711#issuecomment-1013159
In 2.6 the old method of using bNodeSocket lists in bNodeTree directly
as group sockets was replaced with new group input/output nodes. This
required versioning to create those input/output nodes and then redirect
links to the new node sockets. Because creating nodes relies heavily on
node typeinfo this versioning was done in the `_after_linking` section
of the 2.6 versioning code, running after _all other versioning_
(including for much newer versions!) has already happended.
While typinfo is available at that point, doing such late versioning
causes severe problems when the data structure changes, as is the case
with the recent node panels patch (#111348). The new node group
interface also has versioning code for 4.0, but this runs _before_ the
`_after_linking` code for 2.6! Versioning for node panels expects
sockets in bNodeTree to not have any links pointing at them, but this is
not true for old 2.6 files which have not yet been fully versioned at
that point, because of the late versioning stage. Subsequently 2.6
`_after_linking` code crashes when trying to modify node links with
dangling pointers.
The solution here is to move the old versioning code out of the
`after_linking` stage to restore the expected versioning chain. This
requires creating nodes and node sockets without any typeinfo, but
luckily we only need to create simple known group input/output nodes
which don't have much complicated behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/111704
Part of #91973
Moving the snapping code for the
* Graph Editor
* Action Editor
* and NLA editor
into the common system that lives on the scene.
This includes the Magnet icon for turning
snapping on and off.
The old settings translate to the new in the following way:
* `Frame Step` -> `Frame`
* `Second Step` -> `Second`
* `Nearest Frame` -> `Frame` + `Absolute Time Snap`
* `Nearest Second` -> `Second` + `Absolute Time Snap`
* `Nearest Marker` -> `Nearest Marker`
Since this moves the location of the snapping settings
from the editor to the scene, it changes the behavior.
Previously each editor could have different snapping
settings, where now they are all synced.
Pull Request: https://projects.blender.org/blender/blender/pulls/109015
Previously, BKE level preview image code was in `BKE_icons.h` and `icons.hh`.
While these types are related, I always found this quite hard to navigate since
preview image stuff was just in the middle of icon functions. Plus, people
don't expect preview image functions in icon files, the relationship is not
obvious.
Instead, use focused files that make it easy to quickly navigate them
and see what they are dealing with.
Pull Request: https://projects.blender.org/blender/blender/pulls/111709
This is more of a temp hack than a proper fix, proper solution would be
to make shapekeys actual embedded IDs (which they are, in all aspects
but actual implementation), and to address long-standing design tasks
about handling of unused data on file save (see #61209 and #87490).
But for now, simply do not write ShapeKeys IDs if they have no owner, or
their owner has no user (and is therefore also not written to disk).
Linking the armature ID directly, instead of the object containing the
armature, did not run the versioning code to create bone collections
from armature layers and bone groups.
Bone groups cannot be versioned into bone collections in this case, as
they only exist on the Object.
Bone layers are now properly versioned.