Commit Graph

1486 Commits

Author SHA1 Message Date
Damien Picard
52fcd5fdfd I18n: extract and disambiguate a few messages
Disambiguate:
- Rename "Near" to "Proximity" as a particle event type, because using
  an adjective in this context is inconsistent and sounds
  strange (even in English IMO).

Extract:
- "Skip" (Geometry nodes Simulation node output socket)
- "Bake" (Directory path to geometry nodes bake files in the modifier
  UI)
- " (Recovered)" (File information in title bar)

Pull Request: https://projects.blender.org/blender/blender/pulls/112974
2023-10-03 18:21:03 +02:00
Jacques Lucke
cc7da09c1b Geometry: add utility to check for bad geometry element index dependence
Sometimes .blend files have compatibility issues between Blender versions,
because .blend files depended on the specific order of geometry elements
generated by some nodes/modifiers (#112746, #113018). While we make
guarantees about the order in some places, that is relatively rare, because it
makes future improvements much harder. The functionality in this patch
makes it easier for users to notice when they depend on things that are not
expected to be stable between Blender builds.

This is achieved by adding a new global flag which indicates whether some
algorithms should randomize their output. The functionality can be toggled
on or off by searching for `Set Geometry Randomization`. If there are no
differences (or acceptable minor ones) when the flag is on or off, one can
be reasonably sure that one does not on unspecified behavior (can't be 100%
sure though, because randomization might be missing in some places). If
there are big differences, one should consider fixing the file before it comes
to an actual breakage in the next Blender version.

Currently, the setting is only available when `Developer Extras` is turned on,
because the setting is in no menu.

With this patch, if we get bug reports with compatibility issues caused by
depending on indices, one of the following three cases should always apply:
* We actually accidentally broke something, which requires a fix commit.
* Turning on geometry randomization shows that the .blend file depends on
  things it shouldn't depend on. In this case the user has to fix the file.
* We are missing geometry randomization somewhere, which requires a fix
  commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/113030
2023-09-29 21:44:36 +02:00
Iliya Katueshenock
1c4c76ccbf Fix #113011: delete unused anonymous attributes in capture attribute node
A lot of Capture Attribute nodes in sequence can create a huge number of attributes.
If these attributes are not used, they should be removed.

The speed of the Capture Attribute and Store Named Attribute nodes is now identical
(for the better). There are also no extra RAM usage now.

Pull Request: https://projects.blender.org/blender/blender/pulls/113053
2023-09-29 21:23:15 +02:00
Hans Goudey
9e495c5b06 Geometry Nodes: Store tool group in a separate editor property
This enables switching back and forth between the modifier and tool
contexts of the geometry node editor without losing the assigned tool
node group.

See #101778

Pull Request: https://projects.blender.org/blender/blender/pulls/112926
2023-09-27 15:47:22 +02:00
Jacques Lucke
c8cc169d6f Geometry Nodes: add Inspection Index to Repeat Zone
Previously, it was only possible to inspect the data from the first iteration. That
applied to both, the viewer node as well as socket inspection. Now, there is a
new `Inspection Index` setting in the zone properties. It specifies which iteration
should be used by the inspection features.

In theory we could support features like counting the index from the end, but
that can be done separately as well, as it likely requires more UI.

Pull Request: https://projects.blender.org/blender/blender/pulls/112818
2023-09-27 11:09:39 +02:00
Jacques Lucke
ad169ba67a Geometry Nodes: support baking individual simulations
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.

Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.

The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.

Pull Request: https://projects.blender.org/blender/blender/pulls/112723
2023-09-26 20:30:46 +02:00
Hans Goudey
4d07c08cc2 Fix: Missing units in quadrilateral node points inputs 2023-09-23 20:32:52 -04:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Campbell Barton
aba119e192 Cleanup: quiet CMake uninitialized variable warning, sort file lists 2023-09-22 11:04:25 +10:00
Jacques Lucke
f00c1ab658 Nodes: deduplicate code for pairing zone nodes 2023-09-20 18:03:48 +02:00
Lukas Tönne
78315faf8f Fix #112490: Always draw socket icons in "hidden" nodes
In #112326 the socket visibility functions were updated to take the
open/closed state of panels into account for visibility of the socket
icon. However, in "hidden" (collapsed) nodes the panels should be
ignored entirely, drawing all sockets on the root level. This requires
looking at the node flags to determine socket icon visibility, so a
simple method of `bNodeSocket` is not sufficient.

This patch moves the more complex visibility queries for sockets into
`bNode`, where both node and socket flags can be accessed. These should
be used for actual visibility rather than the plain flag accessors on
`bNodeSocket`.

Renamed `is_visible_or_panel_closed` back to just `is_visible`, the
other `is_visible` variant is now integrated in `bNode::is_socket_drawn`.

Pull Request: https://projects.blender.org/blender/blender/pulls/112520
2023-09-19 10:47:21 +02:00
Hans Goudey
9184ea415b Fix #112500: Crash setting mesh line vertices to 0
Caused by missing null check in 7344c7875a
2023-09-18 08:53:26 -04:00
Campbell Barton
108dad4e52 BLI_string: prevent buffer overflow for BLI_str_utf8_offset_* functions
Strings that include Latin1 encoding or corrupt UTF8 byte sequences
could read past the buffer bounds (stepping over the null terminator).

Resolve by passing in the string length.

Other changes to support non-UTF8 byte sequences:

- BLI_str_utf8_offset_{to/from}_index were accumulating
  the UTF8 offset without accounting for non-UTF8 characters
  which could cause a buffer underflow or enter an eternal loop.

- BLI_str_utf8_offset_to_index would read past the buffer bounds if the
  offset passed in if it was in the middle of a UTF8 byte sequence.
2023-09-18 11:47:34 +10:00
Jacques Lucke
cd0587c784 Geometry Nodes: send lazy threading hint from ico sphere node
This allows for better multi threading because work can be moved to
other threads while waiting for the ico sphere to be generated.

Most other nodes don't need this, because they use `parallel_for`
internally, which sends the hint as well.
2023-09-15 17:38:13 +02:00
Lukas Tönne
5d77d8d832 Fix #112233: Panel collapsed state should not hide socket links
#112019 included open/closed state of the parent panel in socket
visibility calculation. This prevents dragging links, but also disables
other features that should still work, such as drawing links.

A narrower condition is needed for icon visibility vs. general socket
visibility. The cases which use the new `is_icon_visible` condition:
- Drawing socket selection outlines (same as unselected sockets)
- Drawing multi-input sockets (same as unselected sockets)
- `node_find_indicated_socket`, used by a wide range of mouse click
  operators, including the link-drag operator that was cause for
  #112019.

Cases using the original `is_visible` (true even if parent panel is
collapsed):
- `nodeLinkIsHidden` draws links only when at least one socket is
  visible.
- `node_update_basis`, sockets still added to layout even if icon isn't
  rendered.
- `node_update_hidden`, panels are ignored for "hidden" nodes, all
  sockets are rendered.
- `NODE_OT_link_make` operator for finding "best" sockets to connect.
- `node_link_viewer` finding sockets to connect to a viewer node.
- `get_main_socket` used for insert-on-links (find sockets to splice
  into) and some shader previews
- `node_gather_link_searches`, suggestions for adding a new node at the
  end of a link.

Pull Request: https://projects.blender.org/blender/blender/pulls/112326
2023-09-15 12:57:56 +02:00
Hans Goudey
7344c7875a Geometry: Move mesh primitives from nodes to geometry module
This makes the code reusable in a few more places,
particularly by tests for a new boolean implementation
also defined in the geometry module.

It also makes the way some primitives are reused among
different nodes a bit clearer.

Pull Request: https://projects.blender.org/blender/blender/pulls/112255
2023-09-11 22:49:41 +02:00
Hans Goudey
974edc5885 Cleanup: Remove unnecessary "add node search"
Now that specific menus can be searched directly (see 7f9d51853c),
there is no need to maintain separate search functionality for adding
nodes. This PR removes the add node search. In a way this brings us
closer to the `NodeItem` situation before, but the setup is more
flexible since the menus are more standard and easier to customize.

In the few ways we customized the node search items before, this gives
us the same results as before. Overall the searching is less flexible,
but I think that is just a tradeoff we have to accept for the simplicity
of searching menus. In the future menus could be made more dynamic,
with each builtin node's menu path stored on the node type, similar to
assets. That might be a nice compromise. In the meantime this code
is just dead weight.

Pull Request: https://projects.blender.org/blender/blender/pulls/112056
2023-09-11 18:36:09 +02:00
Iliya Katueshenock
3b44fd3655 Fix #112184: Adapt optimized case of Points of Curve node for domain
Fix mistake in 000e722c7d. If domain is not
the curve, then result should be adopted to domain.

Pull Request: https://projects.blender.org/blender/blender/pulls/112185
2023-09-09 19:16:10 +02:00
Jacques Lucke
dd515ebc1d Geometry Nodes: add Skip input to Simulation Output node
This adds a new Skip input to the Simulation Output node (design task: #112082).
It is a convenience feature that makes it easy to conditionally forward the
output of the Simulation Input node to the Simulation Output node, without the
need for potentially multiple Switch nodes. When Skip is enabled, the other inputs
of the Simulation Output node are not evaluated, i.e. the nodes in the simulation
zone are ignored.

The implementation adds this new functionality directly to the `LazyFunction`
of the Simulation Output node. It has new inputs that are linked directly
to the Simulation Input node, so that the simulation state can be forwarded.

Pull Request: https://projects.blender.org/blender/blender/pulls/112140
2023-09-09 09:53:01 +02:00
Campbell Barton
5ab2f61d44 Cleanup: remove use of 'auto' 2023-09-08 16:53:27 +10:00
Hans Goudey
2cc3a63216 Cleanup: Remove mesh validation assert in mesh code
These asserts are helpful for development, but are too expensive and
strict to live permanently in debug builds.

Resolves #112035
2023-09-06 15:37:35 -04:00
Hans Goudey
4e97def8a3 Geometry Nodes: Expose sharp edge status with builtin nodes
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.

---

![image](/attachments/c3f053c4-2b0f-44ac-9227-62071065fe56)

![image](/attachments/fd489fb3-314b-42ff-a5a9-e79578cbdfe7)

Pull Request: https://projects.blender.org/blender/blender/pulls/112029
2023-09-06 17:12:27 +02:00
Lukas Tönne
ad0a6fa4cb Fix #112016: Sockets in closed node panels still draggable.
Include the `SOCK_PANEL_COLLAPSED` flag in the general `is_visible`
function used to determine if operators can see the socket.

Pull Request: https://projects.blender.org/blender/blender/pulls/112019
2023-09-06 13:34:22 +02:00
Damien Picard
564bbdf6e7 I18n: disambiguate and extract a few messages
This commit disambiguates the following messages:

- Sequencer effect strip types: use "Sequence" context in relevant
  places, as that is already extracted as part of the
  `sequencer_prop_effect_types` enum, and more specific.
- "Language" (a natural or programming language)
- "Flat" (gender)
- "Smooth" (action or amount -- very partial disambiguation for now
  because this is all over the place)

It also extracts these messages:

- Newly created Freestyle data
  - LineStyle
  - LineSet
  - Modifiers
- "Registering panel class:" error message from RNA registration
- "Node must be run as tool" error message from tool geometry nodes

Ref #43295

Pull Request: https://projects.blender.org/blender/blender/pulls/111146
2023-09-04 16:16:26 +02:00
Jacques Lucke
7f00cfeab4 Cleanup: move bake items code to separate namespace 2023-09-03 13:37:50 +02:00
Hans Goudey
fa34992def Cleanup: Remove unnecessary includes from C++ data structure headers
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.

Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.

It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.

Pull Request: https://projects.blender.org/blender/blender/pulls/111801
2023-09-01 21:37:11 +02:00
Jacques Lucke
da8ad3c2b6 Geometry Nodes: simplify bake state api
This introduces `BakeState` and `BakeStateRef` to replace
the use of `Map<int, BakeItem pointer>` in various places.
2023-09-01 11:25:36 +02:00
Jacques Lucke
e92c59bc9b Geometry Nodes: refactor simulation storage and how simulation nodes access it
Goals of the refactor:
* Internal support for baking individual simulation zones (not exposed in the UI yet).
* More well-defined access to simulation data in geometry nodes. Especially, it
  should be more obvious where data is modified. A similar approach should also
  work for the Bake node.

Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData`
and then the simulation input and output nodes would have to figure out what to do with that
data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of
simulation zones. Contrary to before, different simulation zones can now be handled
independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be
subclassed by a user of the geometry nodes API. The subclass controls what each simulation
input and output node does. This some of the logic that was part of the node before, into
the modifier.

The way we store simulation data is "transposed". Previously, we stored zone data per
frame, but now we store frame data per zone. This allows different zones to be more
independent. Consequently, the way the simulation cache is accessed changed. I kept
things simpler for now, avoiding many of the methods we had before, and directly
accessing the data more often which is often simple enough. This change also makes
it theoretically possible to store baked data for separate zones independently.
A downside of this is, that existing baked data can't be read anymore. We don't really
have compatibility guarantees for this format yet, so it's ok. Users will have to bake again.
The bake folder for the modifier now contains an extra subfolder for every zone.

Drawing the cached/baked frames in the timeline is less straight forward now. Currently,
it just draws the state of one of the zones, which usually is identical to that of all other
zones. This will change in the future though, and then the timeline drawing also needs
some new UI work.

Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
Iliya Katueshenock
d4ae417b1e Geometry Nodes: simplify outputting a GField from a node
Pull Request: https://projects.blender.org/blender/blender/pulls/111196
2023-08-31 16:02:19 +02:00
Hans Goudey
4e94db97e2 Mesh: Add three cached topology maps
Add three cached topology maps to `Mesh`, to avoid computations when
mesh data isn't changed. Choosing the right maps to cache is a bit
arbitrary, but generally we have to start somewhere. The limiting
factor is memory usage (all the new caches combined have a
comparable footprint to a UV map).

For now, the caches added are:
- Vertex to face corner
- Vertex to face
- Face corner to face

These caches are used in quite a few places already;
- Face corner normal calculation
- UV value merging
- Setting sharp edges from face angles
- Data transfer modifier
- Voxel remesh attribute remapping
- Sculpt mode painting
- Sculpt mode normal calculation
- Vertex paint mode
- Split edges geometry node
- Mesh topology geometry nodes

Caching topology maps means they don't have to be rebuilt every time
they're used. Meshes copied but without topology changes can share
the cache, further reducing re-computations. For example, FPS with a
large mesh using the "Corners of Vertex" node went from 1.8 to 2.3.
Entering sculpt mode is slightly faster too.

There is some obvious work for future commits:
- Use caches in attribute domain interpolation
- More multithreading of second phase of map building
- Update/build caches eagerly in some geometry nodes

Pull Request: https://projects.blender.org/blender/blender/pulls/107816
2023-08-30 23:41:59 +02:00
Lukas Tönne
e071288ab2 Nodes: Panels integration with blend files and UI
Part 3/3 of #109135, #110272

Switch to new node group interfaces and deprecate old DNA and API.
This completes support for panels in node drawing and in node group
interface declarations in particular.

The new node group interface DNA and RNA code has been added in parts
1 and 2 (#110885, #110952) but has not be enabled yet. This commit
completes the integration by
* enabling the new RNA API
* using the new API in UI
* read/write new interfaces from blend files
* add versioning for backward compatibility
* add forward-compatible writing code to reconstruct old interfaces

All places accessing node group interface declarations should now be
using the new API. A runtime cache has been added that allows simple
linear access to socket inputs and outputs even when a panel hierarchy
is used.

Old DNA has been deprecated and should only be accessed for versioning
(inputs/outputs renamed to inputs_legacy/outputs_legacy to catch
errors). Versioning code ensures both backward and forward
compatibility of existing files.

The API for old interfaces is removed. The new API is very similar but
is defined on the `ntree.interface` instead of the `ntree` directly.
Breaking change notifications and detailed instructions for migrating
will be added.

A python test has been added for the node group API functions. This
includes new functionality such as creating panels and moving items
between different levels.

This patch does not yet contain panel representations in the modifier
UI. This has been tested in a separate branch and will be added with a
later PR (#108565).

Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
Iliya Katueshenock
48b08199d5 Geometry Nodes: Points to Curves node
New node to converts groups of points to curves. Groups
of points defined as `Curve Group ID` attribute. `Weight` in curve
is used for sort points in each group. Points of result curves
propagate attributes from original points. Implicit conversion
of other geometry types is not supported currently.

Pull Request: https://projects.blender.org/blender/blender/pulls/109610
2023-08-29 16:52:20 +02:00
Jeroen Bakker
f0385d7a9e Cleanup: Make format 2023-08-29 15:30:13 +02:00
Damien Picard
ea974b6681 UI: fix and improve a few messages
- Multiple issues in the Data Transfer modifier error messages:
  - "None" -> "none", this word in the middle of a sentence, no need
    for upper case.
  - "amount of <element>" -> "number", more appropriate for discrete
    counts.
  - "doesn't" -> "does not", to respect Blender's style guide.
- "The grease pencil object need an Armature modifier" -> "needs",
  grammar.
- "Armature modifier is not valid or wrong defined" -> "is invalid".
  Unclear what "wrong defined" means.
- The "Recent Reports" text block has not been used since 2.81.
- "Not valid subdivisions found to rebuild lower levels" -> "No
  valid...", typo.
- "extensions repository" -> "extension repository": typo.
- "... , but loose correct blending..." -> "lose": typo.
- "True when multiple enums ": trailing whitespace.
- "Number of ray per pixel" -> "rays": typo.
- "Curve Parameter node" -> "Spline ...": this is the actual name of
  the node after its rename in 1cd9fcd98d.

Pull Request: https://projects.blender.org/blender/blender/pulls/111145
2023-08-29 14:49:02 +02:00
Iliya Katueshenock
cbf8bb9eb9 Nodes: move more rna code to geometry node file
Continuation of 63fd2575e6.
Only geometry nodes with inline enum arrays, shared arrays and filter functions.

Pull Request: https://projects.blender.org/blender/blender/pulls/111329
2023-08-29 12:15:40 +02:00
Hans Goudey
df7f22d28e Cleanup: Simplify mesh primitive grid and cuboid quad creation
Fill face offsets in one multithreaded loop with an offset indices
utility function instead of keeping track of the index and setting
the offset for each face.
2023-08-28 21:57:22 -04:00
Campbell Barton
09f61f6881 Cleanup: enforce documented convention for RNA enum naming
This was noted in code comments and checked in Python documentation
generation but not at build time.

Since these enums are identifiers that end up included in various places
enforce the `rna_enum_*_items` convention which was noted as
the convention but not followed strictly.

Partially reverts [0], avoids having to deal with multiple prefix types.

[0]: 3ea7117ed1
2023-08-25 13:35:58 +10:00
Hans Goudey
34e4bedcd8 Nodes: Move rotation socket out of experimental
See #92967.

Pull Request: https://projects.blender.org/blender/blender/pulls/111448
2023-08-24 15:28:07 +02:00
Iliya Katueshenock
d732478574 Cleanup: Geometry Nodes: Unnecessary components to check
Only point cloud and mesh is supported. All other components
is unnecessary to check and return.

Pull Request: https://projects.blender.org/blender/blender/pulls/110439
2023-08-23 14:53:57 +02:00
Hans Goudey
914b1e2a75 Cleanup: Remove unnecessary parantheses in node declaration 2023-08-22 07:48:53 -04:00
Bastien Montagne
fa3dd4bdb5 I18N: Add back wrongly removed translation marker in recent cleanup.
7d9214d30f was a tad over enthousiastic in that case. ;)

Thanks to @mod_moder for noticing this!
2023-08-22 11:30:32 +02:00
Habib Gahbiche
7d9214d30f Cleanup: i18n: remove extraction macro from some geometry nodes
Followup to #107258. Change was missed because development of
Kuwahara filter started before #107258 landed.

Pull Request: https://projects.blender.org/blender/blender/pulls/111151
2023-08-21 16:48:24 +02:00
Campbell Barton
c713c70781 CMake: quiet uninitialized warnings 2023-08-17 11:53:56 +10:00
Aras Pranckevicius
2f060706a4 Cleanup: fewer BLI_color.hh et al includes
Include counts of some headers while making full blender build:
- BLI_color.hh 1771 -> 1718
- BLI_math_color.h 1828 -> 1783
- BLI_math_vector.hh 496 -> 405
- BLI_index_mask.hh 1341 -> 1267
- BLI_task.hh 958 -> 903
- BLI_generic_virtual_array.hh 509 -> 435
- IMB_colormanagement.h 437 -> 130
- GPU_texture.h 806 -> 780
- FN_multi_function.hh 331 -> 257

Note: DNA_node_tree_interface_types.h needs color include only
for the currently unused (but soon to be used) socket_color function.
Future step is to figure out how to include
DNA_node_tree_interface_types.h less.

Pull Request: #111113
2023-08-16 14:48:53 +03:00
Iliya Katueshenock
f50da4040f Fix #111142: bl_static_type is empty for node groups and custom nodes
Caused by f18c45eb69.
Functions `node_type_base` and `node_type_base_custom`
are the same, but last one have been missed in the cleanup.

Pull Request: https://projects.blender.org/blender/blender/pulls/111154
2023-08-16 09:29:46 +02:00
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00
Jeroen Bakker
e878692221 Cleanup: code formatting 2023-08-14 12:33:13 +02:00
Iliya Katueshenock
63fd2575e6 Nodes: move more rna code to geometry node files
Continuation of 43667b807e.
Only geometry nodes with shared enum arrays.

Pull Request: https://projects.blender.org/blender/blender/pulls/111056
2023-08-12 17:36:42 +02:00
Campbell Barton
465810dd52 Fix missing headers, caused by recent cleanups 2023-08-11 09:23:36 +10:00
Jacques Lucke
cc4d5c432c RNA: move headers to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/111022
2023-08-10 22:40:27 +02:00