When a user starts a drag'n'drop operation, the originating application
dictates the formats carried along with it. In the context of what is
broadly supported by Blender, we actively look for "text" and "files" in
the data. In that order. This order sometimes leads to a suboptimal
choice where, for example, a drag'n'drop of a "file" is interpreted as
"text" containing just the path to the file.
This PR changes the ordering to prefer the "files" first. Two notable
applications where this matters are:
- The Firefox download library window
- The Perforce P4V client application
Dragging and dropping files, like say FBX or OBJ, from these two apps
now properly triggers file handler behavior. Existing behavior is best
seen in the Blender Text editor. Dragging and dropping a file from the
above apps into a Text data block will yield the raw "file:///test.ext"
text. This will no longer occur after this PR.
Other platforms might have similar concepts but I don't have the
capability of checking how they handle this type of situation. They
would have to be checked against several applications to see if they
have the same issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/135939
Part of #134755 / #134766.
Previously dropping collections would use some point under the mouse
cursor, I think projected based on the 3D cursor location. According to
feedback this is pretty useless and unpredictable, snapping to surfaces
under the mouse cursor is preferred.
With this the collection or collection instance will be transformed so
objects are placed relative to the dropping point (plus the collection
instance offset, if any).
This is added for dragging assets mostly, but works for dragging
collections from anywhere (e.g. Outliner).
Pull Request: https://projects.blender.org/blender/blender/pulls/136181
This PR increase the height (only) of the corner action zones at the
top-left and bottom-left area corners. They get more than twice as tall
so they are twice as easy to hit. Especially nice using a pen.
Pull Request: https://projects.blender.org/blender/blender/pulls/135954
Part of #134755 / #134766.
Adds options to the new Import Settings popover (added in 7a6beb65f4)
to toggle collection instancing for dragging in collections. It can be
toggled separately for linking and appending, since it's typical to use
instancing for linking, but not appending (current default, also with
this change).
Previously, toggling collection instancing was only possible via the
Adjust Last Operation panel but this wasn't obvious, many people were
not aware. Adding this option based on feedback by the Blender Studio.
Pull Request: https://projects.blender.org/blender/blender/pulls/135996
Crashes were caused by setting `Strip::machine` above `MAX_CHANNELS`
value.
Instead of clamping this value at multiple places, setter function
`seq::strip_channel_set` was added that implements clamping.
This also allows for better handling of clamping if it was ever needed.
Function `strip_transform_handle_expand_to_fit` still sets machine value
directly and above `MAX_CHANNELS` as a hack. This could be avoided, but
it would require some refactoring.
Pull Request: https://projects.blender.org/blender/blender/pulls/136163
For very large scales with very small windows the enum list calculation
of how many rows might fit can result in zero, causing problems with a
later division. clamping this to a minimum of one fixes this and causes
no harm. This calculation is just a hint on how to behave, whether to
show lists in columns or not, etc. Lists still display fine even when
this variable reaches this minimum.
Pull Request: https://projects.blender.org/blender/blender/pulls/136265
The code which was checking whether local intersection is to be
recorded, and under which index was duplicated for triangles,
motion triangles, and HIP-RT triangle filter function.
This change moves the common logic to an utility function which
is reused from all the places mentioned above.
Pull Request: https://projects.blender.org/blender/blender/pulls/136244
When the scene settings indicate the active keying set should be used,
this is taken into account for all auto-keying done by the add-on. This
covers:
- Pasting global transform
- Pasting relative transform
- Fix to Camera
Support is limited to *relative* keying sets. Absolute keying sets,
which thus determine what gets keyed regardless of the selection, are
not supported, as the interaction between the "copy this object/bone's
transform" is currently not known.
Fix to Camera has its own settings for what to key; these will be
combined with the keying set. Only those properties that are enabled in
the Fix to Camera settings AND included in the keying set will be keyed.
To give a concrete example: when the "Location & Rotation" keying set is
active, and "Location" and "Scale" are checked in the Fix to Camera
panel, only the location will be keyed.
A message is shown in the Fix to Camera panel to notify users that the
keying set will affect the keys as well.
The keying set will only be considered when the auto-keying option "Only
Active Keying Set" is enabled.
Fixes: #136076
Pull Request: https://projects.blender.org/blender/blender/pulls/136187
bpy is not compatible with numpy 2+, as the VFX reference platform uses
1.26 atm. This fix amended the install requirement package to specify
numpy>=1.26,<2.0 to mitigate this issue.
Suggested by Brandy Johnston (@bradyajohnston)
Pull Request: https://projects.blender.org/blender/blender/pulls/134551
Geometry indices is no longer hidden under Developer Extras, also
remove mention "Edit Source" since nowadays this feature exposes more
features than just that (this tooltip dates back to Blender 2.5 days).
Use `Display` instead of `Show` to be consistent with other tooltips.
Pull Request: https://projects.blender.org/blender/blender/pulls/134584
Make sure refreshing an asset library properly clears all storage for
this library, both in the global asset list storage and the storage of
each asset browser.
The `ed::asset::list::clear()` function handled clearing of asset
browsers too since recently, however the refresh operator wouldn't use
that when clearing directly from an asset browser. Instead, always clear
all asset library storage/chaches.
GPU subdivision shaders can read out of bound when evaluating
the last face. This seems to be always been the case, but Metal + Vulkan
has validation to detect these mis-usages.
Binary search was initialized with out of bound values so the last
face could select out of bound index due to rounding.
Pull Request: https://projects.blender.org/blender/blender/pulls/136242
The main issue of 'type-less' standard C allocations is that there is no check on
allocated type possible.
This is a serious source of annoyance (and crashes) when making some
low-level structs non-trivial, as tracking down all usages of these
structs in higher-level other structs and their allocation is... really
painful.
MEM_[cm]allocN<T> templates on the other hand do check that the
given type is trivial, at build time (static assert), which makes such issue...
trivial to catch.
NOTE: New code should strive to use MEM_new (i.e. allocation and
construction) as much as possible, even for trivial PoD types.
Pull Request: https://projects.blender.org/blender/blender/pulls/136134
This patch uses the socket type as opposed to the result type in the
switch case that initialize the values of the single input value
results, since that makes more sense as we are retrieving the values
from the sockets. This also matches the implementation in pixel
operations.
This patch adds support for all types of single values for the File
Output node, image types are not yet supported. This involves converting
integer types to float since image saving code does not support integer
images.
This patch adds support for Int2 and Float2 types in shader operations.
They are already supported for multi-function procedures. They are not
used in practice, but implementing them makes adding new types easier
since we don't have to think about types that are supported and those
that aren't. They are both encoded as vec3 due to limited supported for
those types in the GPUMaterial implementation.
The `Plane` brush type calculates its own node mask. The
`IndexMaskMemory` for the corresponding `IndexMask` goes out of scope
inside the inner method, resulting in an ASAN crash. To fix this, use
the `IndexMaskMemory` declared in the larger `do_brush_action` scope and
pass it in by reference to ensure its lifetime lasts appropriately.
Pull Request: https://projects.blender.org/blender/blender/pulls/136209
- The context setup functions now reset the file to factory settings
before setting up the context - for a predictable context.
- Split operator suppression lists into groups based on the reason
for being disabled to avoid having to note this in code-comments.
- The suppression list is validated, warning if items aren't used.
- Disable operators which crash in background-mode which don't have
obvious fixes & aren't useful in background-mode.
Flatten/Fill/Scrape use a different formula for the strength when
inverted, but for Fill and Scrape this is only applied when Invert to
Fill/Scrape is off.
The equivalent logic for the Plane brush is to lower the inversion
strength only when the inversion mode is set to Invert Displacement.
Fill and Scrape don't need an explicit check in `brush_strength`
because `flip` is set to `1.0` in `brush_flip` when
`BRUSH_INVERT_TO_SCRAPE_FILL` is on.
Pull Request: https://projects.blender.org/blender/blender/pulls/136211
This commit edits and adds new tests for missing camera tests bringing
the code coverage for camera projection to basically 100%.
The changes include:
- Adding a test for the central cylindrical camera type
- And editing the other camera tests to include a object with a
`Window` texture coordinate system in view.
- Modifications to these tests were done in the version of Blender
closest to when the original test was made. For most tests this was
Blender 3.1.
Ref: blender/blender-test-data!69
Use the mesh wrapper mechanism from GPU subdivision to get the base mesh.
This can significantly reduce memory usage and render setup time if the
level was not manually set to zero.
Pull Request: https://projects.blender.org/blender/blender/pulls/135895
This makes it possible for Cycles adaptive subdivision to always get the
base mesh, and will enable the same for other external renderers as well.
Metal and Vulkan now support GPU subdivision, so by default the wrapper
will be used most of the time. However this can be disabled in the
preferencesas well. For those cases, the subdiv wrapper is still created
but cached immediately as part of modifier evaluation. This way it can
take advantage of multithreaded depsgraph evaluation, which is not
guaranteed for other cases.
The draw code access the object data through a wrapper that will return
either the base mesh or subdivided mesh depending if GPU subdivision is
enabled or not. Previously Object.data would have the appropriate mesh
already, but now that Cycles may do adaptive subdivision while GPU
subdivision is disabled this is no longer possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/135895
* Fix mesh_copy_data setting the subd wrapper type without copying the
associated tessellated mesh. It's unclear if this currently causes any
issues, but with future changes it would crash.
* Use double checked lock to avoid mutex locks on every call to
BKE_mesh_wrapper_ensure_mdata and BKE_mesh_wrapper_ensure_subdivision.
* Set wrapper type to subd also if subdivision was skipped due to bad
topology or level set to zero. Previous it would do mutex locking and
TBB task isolation on every function call.
* Add assert when BKE_mesh_wrapper_ensure_mdata changes the wrapper type
from subd to mdata. This doesn't really make any sense, it just loses
the subdivision detail. If any code relies on this we need to understand
why and maybe change it.
Pull Request: https://projects.blender.org/blender/blender/pulls/135895