Commit Graph

128198 Commits

Author SHA1 Message Date
Pratik Borhade
bb39f4fa41 Fix #112441: Restore Key Map Item does not restore the active property
`Restore item` button is not resetting `active` property when keyitem is registered
as `inctive` by default. To fix this, clear `inactive` flag then use default keyitem's
flag to correctly restore the keyitem.

Pull Request: https://projects.blender.org/blender/blender/pulls/112497
2023-09-22 12:58:02 +02:00
Lukas Tönne
0d708cd68a Fix incorrect item position returned for items in the root panel
Sockets in the layout would always have position 0, which breaks
operators relying on the position for moving items.

Pull Request: https://projects.blender.org/blender/blender/pulls/112714
2023-09-22 12:18:14 +02:00
Philipp Oeser
8094309474 Fix: Changing theme color for recent additions doesn't save
affected were:
- VSE Transition color
- Enum Highlighting color

which missed version bumps from 5f0a8759b0 / a7ad0ad8fb.

Similar to 179c419115.

Pull Request: https://projects.blender.org/blender/blender/pulls/112615
2023-09-22 12:13:32 +02:00
Alexander Gavrilov
be7e2d01a8 Python: support the step and precision arguments in rna_idprop_ui_create.
Support the property settings that were implemented some time ago.

As an aside, change the defaults for min and max to integers: integer
values can be implicitly cast to float, but the reverse results in an
error. Also, pointer properties don't support a default value.

Pull Request: https://projects.blender.org/blender/blender/pulls/112712
2023-09-22 12:07:26 +02:00
Brecht Van Lommel
70ac1e5df1 Fix #112645: switching view transform unnecessarily resets look
AgX and Filmic have different looks in the configuration, but the looks
share the same UI name and purpose. So we can switch to the
corresponding look when switching view transforms.

Thanks to Yiming Wu for helping track down the problem.

Pull Request: https://projects.blender.org/blender/blender/pulls/112686
2023-09-22 12:05:55 +02:00
Jason Fielder
c9f44a2f9d EEVEE Next: Add info count for shader optimization jobs in progress
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112533
2023-09-22 11:38:06 +02:00
Jacques Lucke
dacb768cb6 Geometry Nodes: use lazy evaluation in repeat zone
The goal is to make the evaluation of repeat zones more efficient by making
use of the lazy-function evaluation system. Performance is improved in two ways:
* Unnecessary nodes are not evaluated anymore. E.g. if a repeat zone outputs two
  geometries but only one of those is actually used, the other one will not be
  computed anymore.
* Support evaluating different iteration indices at the same time on different threads.

It is possible that some uses of repeat zones become slower with this refactor,
especially when each iteration does very little work and there are a lot of iterations.
The old implementation was not optimized for this use case either but now there
is a bit more overhead constant overhead per iteration than before.

On the bright side, this change can result in some very significant speedups when
some computations can be skipped. See #112421 for some example setups.

There is one todo comment for adding back-links for socket usages. Properly linking
those up can result in better (shorter) life-times for anonymous attributes. Even without
that, performance is already better than before.

The implementation reuses the existing lazy-function graph system for the repeat
zone, by building a dynamically sized graph based on the number of iterations.

Building a lazy-function graph makes it possible to use the lazyness and multi-threading
features of the lazy-function graph executor. This is much easier than reimplementing
this behavior for repeat zones specifically (hence there was only single-threaded eager
execution before).

Pull Request: https://projects.blender.org/blender/blender/pulls/112421
2023-09-22 08:58:16 +02:00
Jeroen Bakker
7b379eb657 Cleanup: Make format 2023-09-22 08:32:03 +02:00
Campbell Barton
94a8dafab0 BLI_string_cursor_utf8: assert the cursor isn't negative 2023-09-22 14:51:53 +10:00
Campbell Barton
7a4aa60d4e Fix word selection in the console failing past line end
Selecting a word when the cursor was past the line end wasn't working.
2023-09-22 14:40:44 +10:00
Campbell Barton
25179efb51 Fix word selection at the beginning & end of the string
Double-clicking on a works for 3D text & the Python console failed
when the cursor was at the very beginning or end of the string.
2023-09-22 14:30:48 +10:00
Campbell Barton
a5cd497543 Console: add support for displaying tab-stops
Without this it was necessary to convert pasted text into spaces
for them to display properly.

Since tabs are a valid part of a string, it's incorrect to assume
tabs can always be expanded to spaces.

Pasted text and console output now display tabs properly,
the tab still uses spaces for indenting though.
2023-09-22 13:43:12 +10:00
Harley Acheson
18e07098ef UI: Support additional console text operations
Adds the ability to set text cursor position in the Console editor
by clicking with the mouse and many other expected operations such as
cut, select all & deselect on text entry.

Ref !108626
2023-09-22 13:36:29 +10:00
Campbell Barton
f13f61df98 GHOST/Wayland: follow SDL's method of XDG window initialization
Using SDL's initialization logic, this is mainly a change for XDG
as LIBDECOR already required a configure event before accessing
the underlying XDG window.

While I didn't notice functional changes with this change window
flickering on startup remains an issue with some compositors
(KDE & river). Debugging these issues is simpler when both windowing
decoration systems work in a similar way & window configuration
is guaranteed to have run before the window is returned.
(via #xdg_surface_ack_configure).
2023-09-22 12:43:22 +10:00
Campbell Barton
5fbcb4c27e Cleanup: remove spaces from commented arguments
Also use local enums for `MA_BM_*` in versioning code.
2023-09-22 12:21:18 +10:00
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
Campbell Barton
31aa6fa073 Cleanup: various non-functional C++ changes 2023-09-22 10:52:40 +10:00
Campbell Barton
fb624720eb Cleanup: remove 'apple' variable for key-map parameters
The OSKEY-Comma key-map item will be kept on macOS by the
bl_keymap_utils.platform_helpers utility function.
2023-09-22 10:37:23 +10:00
Campbell Barton
fd0d6b27bb Cleanup: remove unnecessary hasattr check 2023-09-22 10:16:13 +10:00
Campbell Barton
4e46803e04 Docs: add warning regarding WM_redraw_windows 2023-09-22 10:02:05 +10:00
Campbell Barton
6a8fc659ba Cleanup: spelling in comments 2023-09-22 10:02:05 +10:00
Pablo Vazquez
d0aa521ea8 UI: Minor layout and style adjustments in Preferences
Small style and layout tweaks of some tabs in Preferences.
Mainly inline styling for compact layouts, grouping labels and
adding icons where needed.

Purposely leaving aside complex areas such as Themes,
Add-ons, or Keymap. They require larger design decisions.

Pull Request: https://projects.blender.org/blender/blender/pulls/112393
2023-09-22 01:07:56 +02:00
Hans Goudey
ef5e57bbff Cleanup: Move softbody.c to C++
See #103343.

We had attempted to move the file to C++ twice before but found failing
tests each time. To find the code with changed behavior between C and
C++, I temporarily added a header declaring all the functions and moved
them one by one. The problem ended up being one function's use of `exp`
which used floats instead of doubles in C++.

Pull Request: https://projects.blender.org/blender/blender/pulls/112693
2023-09-22 00:34:17 +02:00
Harley Acheson
f58f6d0338 UI: Replace UI Font with Inter Regular v3.19
Replace default UI font DevaVuSans with Inter Regular v3.19

Pull Request: https://projects.blender.org/blender/blender/pulls/112603
2023-09-21 22:44:07 +02:00
Harley Acheson
a0b4ead737 BLF: Subpixel Positioning, Anti-aliasing, Hinting
Text output using subpixel positioning, subpixel anti-aliasing, and
typographically-correct hinting.

Pull Request: https://projects.blender.org/blender/blender/pulls/105441
2023-09-21 22:43:17 +02:00
Brecht Van Lommel
eadb4ad54d Cleanup: compiler warning 2023-09-21 20:10:01 +02:00
Hans Goudey
89422a7719 Fix: Crash drawing node with null panel name
Don't call `strlen` on a null pointer.
2023-09-21 14:02:22 -04:00
Hans Goudey
72a33623e6 Cleanup: Sculpt: Use C++ threading API
Also remove unnecessarily parallelized loop that was just setting a
flag for every PBVH node.
2023-09-21 13:42:13 -04:00
Jeroen Bakker
805c58d9ec Fix 112641: OpenGL Shader Draw Parameter Workaround Broken
The workaround for shader draw parameters isn't working for OpenGL. The
reason is that it isn't looking for the correct attribute to attach the
buffer to.

This fixes the issue that all objects where drawn using the unit matrix when
starting blender with `--debug-gpu-force-workarounds`.

![image](/attachments/f05b712e-e3f2-4ad5-b098-7e9d01bc4ca4)

Fixes #112641

Pull Request: https://projects.blender.org/blender/blender/pulls/112668
2023-09-21 19:34:07 +02:00
Harley Acheson
e7df63ca72 Revert "UI: File Loading Waiting Feedback"
This reverts commit 9173c142d6 as this can cause problems from scripts
and command-line.

Pull Request: https://projects.blender.org/blender/blender/pulls/112682
2023-09-21 18:48:07 +02:00
Brecht Van Lommel
3d15a07bde Revert "install_linux_packages: Raise LLVM default version to 15.0.7."
This reverts commit 607adbca47.

The LLVM upgrade is being postponed to 4.1.

Ref #109244
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
13fac109d3 UI: support drawing buttons inside node panels
With a callback to node panels similar to the one for nodes. Used in the
Principled BSDF to place enums in the relevant panels.

Longer term we want to make enums into sockets, but even then there are
still potentially some types of buttons we want to have in panels.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
8e602d914b UI: draw node panels in material properties editor
The layout for this is not great but consistent with existing
collapse/expand functionality there. There are ideas to replace this
entire material properties drawing longer term, but for 4.0 it's
important to show the panels in some way.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
a4a5ac545c UI: shorten node socket labels when they start with the panel name
Shortening names based on context is something we do in the user
interface throughout Blender. This is a simple automatic mechanism to do
it for node panels as well, which significantly improves the Principled
BSDF layout.

We want the properties and sockets to be identifiable outside of the
panel contextcontent, for example in the animation editor, API docs, or
when exposing a single socket as a group input. So making the actual
name shorter is not an option.

Pull Request: https://projects.blender.org/blender/blender/pulls/112591
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
208323c087 Fix duplicate preference key shortcut on macOS, causing test failure
After recent changes in 86f659a.
2023-09-21 18:46:30 +02:00
Brecht Van Lommel
1ef63e93b4 Fix missing BSDF nodes in add menu with Hydra render engines
Default to displaying nearly all nodes when the engine is not set to
Cycles or Eeeve. And instead hide nodes not supported in Eevee only
when Eevee is selected.

This way external engines can use the same menu, particularly useful
for upcoming support for conversion to MaterialX.

Only the Shader category was incomplete like this, so it can also be
seen as fixing an inconsistency with other categories.
2023-09-21 18:46:30 +02:00
Hans Goudey
64ce21aa2a Cleanup: Move sculpt mask fill to lambda, remove data struct
The actual logic in the callback is quite short, most of the lines are
dedicated to moving arguments in and out of a local "data" struct.
2023-09-21 12:45:17 -04:00
Sergey Sharybin
e807bf23f1 Cleanup: -Wmissing-braces compiler warning
Pull Request: https://projects.blender.org/blender/blender/pulls/112680
2023-09-21 17:50:05 +02:00
Julian Eisel
f292cd6823 Fix duplicated member in grid view item class
This member is located in the `AbstractViewItem` class now, which is a
base class of this. Not sure why this didn't cause issues before.
2023-09-21 17:42:37 +02:00
Sybren A. Stüvel
83306754d4 Collada: add bone collection support
Replace the import/export of armature layers with bone collections.

The Old Way:
- Export: Each bone would store which armature layer it was on.
- Import: All armature layers that contain at least a bone are shown.

The New Way:
- Export: Each armature contains a list of its bone collections,
  including which one is active and which ones are visible.
- Export: Each bone stores which bone collection it is on.
- Import: the above data is simply used as-is.

Due to limitations of the current Collada importer code, each "extra"
tag can only occur once per Collada node. This means that it was
impossible to write a `<collection name="Bones">` tag for each bone
collection, as only one of those would actually be stored by the
importer for further processing. To work around this limitation, all
bone collection related tags store their values as newline-separated
strings. Example:

```
<node id="Armature">
  <extra>
    <technique profile="blender">
      <collections sid="collections" type="string">Layer 1
Layer 3b
Group
That One Bone</collections>
      <visible_collections sid="visible_collections" type="string">Layer 1
Layer 3b
That One Bone</visible_collections>
      <active_collection sid="active_collection" type="string">That One Bone</active_collection>
    </technique>
  </extra>
</node>
```
2023-09-21 17:09:25 +02:00
Sybren A. Stüvel
f0c89afb76 Anim: move creation of default bone collection to the Shift+A operator
Instead of adding the default "Bones" bone collection to every Armature
data-block, only add it for Armatures that are added in the 3D View with
Shift+A > Armature.

This simplifies things like importers, which otherwise would have needed
to remove that default collection before creating the imported ones.

Additionally, this also ensures that the one bone you get by default is
actually assigned to the default bone collection.
2023-09-21 17:09:25 +02:00
Sybren A. Stüvel
004a348efc Anim, refactor the show/hide all bone collections functions
Instead of setting flags directly, use the `ANIM_bonecoll_{show,hide}`
functions. And introduce the `ANIM_bonecoll_show` function for symmetry.
2023-09-21 17:09:25 +02:00
Sybren A. Stüvel
661065aed4 Refactor: Anim, move function for setting active bone collection by name
Move the 'set active bone collection by name' functionality from RNA
to the ANIM module, so that it can be used in other places.

No functional changes.
2023-09-21 17:09:25 +02:00
Brecht Van Lommel
f0840cee2a Build: update 4.0 libraries to address CVEs and bugs
And ignore a few CVEs that do not affect Blender.

openimageio 2.4.15
openssl 3.1.2
python 3.10.13
sndfile 1.2.2
webp 1.3.2

Ref #109244

Pull Request: https://projects.blender.org/blender/blender/pulls/112529
2023-09-21 17:02:46 +02:00
ChengduLittleA
4720fda1a7 Fix #112604: Add "tag" to the tool tip of asset search
Asset search will also filter tags alongside names, this patch makes the
description consistent with what it actually does.

Pull Request: https://projects.blender.org/blender/blender/pulls/112609
2023-09-21 16:00:14 +02:00
Christoph Lendenfeld
057de815ef Fix #97628: Clear and Keep Transformation not working when keyed
When clearing the parent of an object that has keys,
the object position jumped back to world space immediately.
This didn't allow for keying the current position
and was inconsistent with setting a parent.

This PR fixes it by not instantly re-evaluating the animation.

Pull Request: https://projects.blender.org/blender/blender/pulls/112670
2023-09-21 15:43:09 +02:00
Jeroen Bakker
dd3e23e812 Vulkan: Show Missing Implementations
This PR will print a message when a vulkan method isn't implemented.
So we can keep track of what still needs to be implemented.

Pull Request: https://projects.blender.org/blender/blender/pulls/112671
2023-09-21 15:21:32 +02:00
Christoph Lendenfeld
01927e1e45 Anim: Time Offset Slider
This patch has been originally authored by Ares Deveaux #106520
I am just finishing it up.

This is a new operator for the Graph Editor.
It shifts the value of the keys in time,
while keeping the actual key positions in the same place.
It supports wrapping, so when offsetting beyond the range
of the F-Curve it will take values from the other end,
but offset in y-value so there is no jump.

This works best with dense key data.

Co-authored-by: Ares Deveaux <aresdevo@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/110540
2023-09-21 15:11:16 +02:00
Julian Eisel
998e8d0ef6 Asset shelf: Improved region height snapping behavior
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
2023-09-21 15:08:26 +02:00