Avoid BLI_strcpy_rlen use as this has the same problems as strcpy
(it just returned the length which is useful at times).
Use memcpy instead when the size is calculated immediately beforehand.
Other uses of have been replaced by BLI_string_join_array that prevents
buffer overruns by taking the destination buffer length.
The `logically_linked_sockets` runtime data of sockets is only initialized
for inputs. This patch also initializes it for output sockets through
the inversion the inputs logically_linked_sockets structure.
Pull Request: https://projects.blender.org/blender/blender/pulls/109249
Before this change the ImBuf struct had dedicated fields for the
buffer data. Now the color space is stored inside of the struct
which wraps around the buffer information.
This only changes the field placement, without changing the way
it is handled. In the future one might imagine that operations
like stealing buffer data should null-ify the buffer colorspace
pointer. Such changes would need to have more accurate thinking
before implementation.
Should be no functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/109291
Technically this is a foundational change, although from a user
level it's not expected behavior that failing to make a path
absolute/relative would perform some other change to it.
It was assumed destination buffers were at least 1024 bytes which could
overflow by 256 bytes for sequencer directories. Resolve by passing the
destination buffer size to BKE_bpath_foreach_path_fixed_process.
Also remove strcpy use in foreach_path_clean_cb.
Adds a new UI template to view the current layer tree of the active Grease Pencil object.
This UI tree view implements the following features (for now):
- Displaying all the layers with their names and highlighting the active layer.
- Changing the active layer by clicking on an item.
- Adding new layers (using a new operator).
- Removing the active layer (using a new operator).
- Renaming a layer.
Pull Request: https://projects.blender.org/blender/blender/pulls/109197
- Ensure a trailing slash in BKE_blendfile_userdef_from_defaults
instead of in-line platform specific checks.
- Take a buffer size argument for the directory.
- Use the documented size for SHGetSpecialFolderPathW wchar_t argument.
- Remove use of unsafe `wcscat` on WIN32
The old subsurf DerivedMesh code creates an edge layer
without initializing it, which makes the proper lazy initialization
of the edge layer later think that it's already finished. To avoid that,
remove the edges when creating the DerivedMesh at first.
Similar to 85bd64ece4
This was due to a wrong mapping of tools in the toolbar.
The fix makes sure that the correct selection tools are used for the
old grease pencil objects.
In order to accomplish this properly, the new grease pencil objects
use their own edit mode context.
This way the two objects are cleanly seperated.
The node title was translated in two steps: first using the
BLT_I18NCONTEXT_ID_NODETREE context, and if that failed, using the
default context.
As far as I could find, the only node using this intentionally is the
Frame node, but its title is only displayed in the Add Menu.
However, at least one node has a bad translation because its name was
extracted independently with the NodeTree context: the compositing
Scale node uses a translation which is only appropriate in a vector
math context.
This commit removes the double translation step. If needed by
translators, a translation context in the node RNA could be introduced
at a later time.
Pull Request: https://projects.blender.org/blender/blender/pulls/108241
By removing the extra complete check/remapping of ID pointers in undo
case, ebb5643e59 merely revealed how broken the 'undo_preserve' code of
Scene was.
It cumulated a flock of issues, all more or less related to ID pointers:
* 'source of truth' should be the _old_ data (toolsettings), not the new
one, since this is the one kept at the end of the process;
* In some cases, some paint data may exist in one, but not the other
of the two 'old' and 'new' toolsettings data.
* Since this data is preserved to its latest version accross undos, its
ID pointers can become completely unrelated to these read from the
undo memfile, _even when the Scene itself is detected as unchanged_!
This implies that:
+ undo_preserve code has to be called even when there is no liblinking
(when the ID is detected as unchanged and re-used 'as-is').
+ Using existing ID addresses to find/validate an ID pointer in
undo_preserve process is like playing Russian roulette - invalid
memory access and crash is guaranteed at some point or another.
Use `session_uuid` value instead to ensure a valid ID pointer is set
(or null in case none can be found).
NOTE: while these issues also exist in previous releases (including both
latest LTSs), they were hidden by the code later in `setup_app_data`,
preventing any crash to happen. So backporting this fix would be far too
risky for a very minimal benefit imho.
Needed to simplify upcomming fix in Scene undo_preserve code.
NOTE: also renamed 'private' macro parameter names to follow C++ classes
convention (one trailing `_`, instead of one or two leading `_` - the
two `__` leading ones are triggering complains from IDE regarding reserved
identifier names when the relevant macros are used in C++ files).
No expected behavior changes with this commit.
Before 17d161f565, the "vec_lnor" stored the automatically
computed normal without any influence from custom normals. But after,
the normals were used from the final output corner normals array, which
did have the custom normal data factored in at the end. This fix is to
revert part of that commit, storing the automatically computed normal
per space like before.
This refactors how a geometry nodes node tree is converted to a lazy-function
graph. Previously, all nodes were inserted into a single graph. This was fine
because every node was evaluated at most once per node group evaluation.
However, loops (#108896) break this assumption since now nodes may be
evaluated multiple times and thus a single flat graph does not work anymore.
Now, a separate lazy-function is build for every zone which gives us much
more flexibility for what can happen in a zone. Right now, the change only
applies to simulation zones since that's the only kind of zone we have.
Technically, those zones could be inlined, but turning them into a separate
lazy-function also does not hurt and makes it possible to test this refactor
without implementing loops first. Also, having them as separate functions
might help in the future if we integrate a substep loop directly into the
simulation zone.
The most tricky part here is to just link everything up correctly, especially
with respect to deterministic anonymous attribute lifetimes. Fortunately,
correctness can be checked visually by looking at the generated graphs.
The logging/viewer system also had to be refactored a bit, because now there
can be multiple different `ComputeContext` in a single node tree. Each zone
is in a separate `ComputeContext`. To make it work, the `ViewerPath` system
now explicitly supports zones and drawing code will look up the right logger
for showing inspection data.
No functional changes are expected, except that the spreadsheet now shows
"Simulation Zone" in the context path if the viewer is in a simulation.
`strcpy` could overflow the destination buffer by 768 bytes,
use FILE_MAX for the filepath buffer size.
Also include the size in the functions signature to avoid similar
errors in the future.
Searching for a simulation state at a particular frame was implemented
with a linear loop. The timeline did that for every visible frame,
giving quadratic performance overall when zoomed out. Since the
states are already assumed to be sorted by frame, we can use binary
search instead giving logarithmic performance for each lookup instead.
In the test file from #108097, instead of dropping to 20-30 FPS
after about 4000 frames, I observed the original 70 FPS.
Pull Request: https://projects.blender.org/blender/blender/pulls/109037
Searching for a simulation state at a particular frame was implemented
with a linear loop. The timeline did that for every visible frame,
giving quadratic performance overall when zoomed out. Since the
states are already assumed to be sorted by frame, we can use binary
search instead giving logarithmic performance for each lookup instead.
In the test file from #108097, instead of dropping to 20-30 FPS
after about 4000 frames, I observed the original 70 FPS.
Pull Request: https://projects.blender.org/blender/blender/pulls/109037
More consistently return geometry bounds with the `Bounds` type that
holds the min and max in one variable. This simplifies some code and
reduces the need to initialize separate min and max variables first.
Meshes now use the same `bounds_min_max()` function as curves and
point clouds, though the wrapper mesh isn't affected yet.
The motivation is to make some of the changes for #96968 simpler.
The makes the zone analysis result a bit more well defined.
For example, `child_nodes` now never contains nodes that belong
to child zones.
Also, one can now easily access the set of top level nodes and zones.
The flag in bNodePanel is anticipated to store settings such as whether
a panel is open or closed by default. It's not currently used, so for
now the flag is removed.
The next_panel_identifier in bNodeTree is also not needed any more. It
was used to set a unique identifier for each panel, which isn't needed.
Added comments to remaining fields in bNodePanel.
Pull Request: https://projects.blender.org/blender/blender/pulls/109028
Move `GeometrySet` and `GeometryComponent` and subclasses
to the `blender::bke` namespace. This wasn't done earlier since
these were one of the first C++ classes used throughout Blender,
but now it is common.
Also remove the now-unnecessary C-header, since all users of
the geometry set header are now in C++.
Pull Request: https://projects.blender.org/blender/blender/pulls/109020
Fixed an issue where meshes without loose elements or hidden triangle
faces were not taking into account the relevant masks.
From the user's perspective, this might not have seemed like a
significant problem. However, hidden faces in edit mode were
occasionally still snappable.