We've had a bunch of inconsistency between `channel_bag` and `channelbag` in the
code base. After discussion with @dr.sybren, we decided to standardize on
`channelbag` and also rename the camelcase `ChannelBag` to `Channelbag` to be
consistent with that.
This PR implements those changes.
Note that the reason we standardized on `channelbag` rather than `channel_bag`
is because it makes things clearer when stringing multiple terms together in
type and function names. For example, in `channelbag_fcurves_move()` it makes
it clear that `channelbag` describes one thing, rather than `channel` and `bag`
being two separate things.
No functional changes intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/130988
Previously, only one level of panels was supported. Now, they can be nested arbitrarily.
Panels still have to come at the bottom though.
The panel color used to be just the node color darkened a bit. Now it uses the
`TH_PANEL_SUB_BACK` theme setting which is also used by panels in other places
in Blender. However, the contrast of that is a bit weaker than what we had in nodes before.
Therefore I increased the contrast a bit.
Pull Request: https://projects.blender.org/blender/blender/pulls/128886
This is a leftover from an earlier version of overrides, but is effectively dead
code currently. It was used when there were proportional diffing capabilities.
However, Bastien mentioned that this would be implemented differently nowadays
anyway if it becomes necessary again.
This simplifies the write ID loop quite significantly.
Pull Request: https://projects.blender.org/blender/blender/pulls/130928
This PR renames `ActionSlot::name` to `ActionSlot::identifier` for both DNA and
RNA, and also renames related methods, functions, constants, and comments.
The purpose of this rename is to help make it clear that this is not a "name"
in the traditional sense, but rather is a composite of the slot name + id type
for lookup purposes.
Ref: #130892
Pull Request: https://projects.blender.org/blender/blender/pulls/130740
This replaces the existing C API of `BLO_Write_IDBuffer` with a C++ API. This
helps because:
* No need for explicit freeing.
* Can use more generic `DynamicStackBuffer` utility instead of having a separate
implementation of that.
Additionally, the API is changed so that a new `BLO_Write_IDBuffer` is created
for each `ID` instead of reusing the same for multiple IDs. This simplifies the
code quite a bit and allows for better use of the RAII pattern.
I expect the performance to be the same as before. In theory, there could be a
small speedup, because the `BLO_Write_IDBuffer` is not allocated separately
anymore, but that should be negligible.
No functional changes are expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/130452
Compositor: UI: remove snapping to nodes.
Snapping nodes to other nodes behaves in a very unpredictable way, which makes most snapping options useless.
The patch removes the following:
- Snapping options `Node X`, `Node Y` and `Node XY`
- Menu `Snap Node Element`
- Menu `Snap Target`
New behavior:
- Activating `Snap` always acts as 'Snap to Grid'
Part of https://projects.blender.org/blender/blender/issues/128612
Pull Request: https://projects.blender.org/blender/blender/pulls/127667
Add a Mesh implementation of triangulation, which is currently just
implemented for BMesh. The main benefit of this is performance and
decreased memory usage. The benefit is especially large because the
node currently converts to BMesh, triangulates, and then converts back.
But the BMesh implementation is entirely single threaded, so it will
always be much slower.
The new implementation uses the principle of "never just process a
single element at a time" but it also tries to avoid processing _too_
many elements at once, to decrease the size of temporary buffers.
Practically that means the work is organized into chunks of selected
faces, but within each chunk, each task is done in a separate loop.
Arguably I went a bit far with some optimizations, and some of the
complexity isn't necessary, but I hope everything is clear anyway.
Unlike some other Mesh ports like the extrude node or the split edges
code, this generates a new mesh. I still go back and forth on that
aspect, but reusing the same mesh would have required reallocating
face attributes from scratch anyway. Implicit sharing is used to
avoid copying vertex attributes though.
The result mesh is reorganized a bit. Unselected face data comes first,
then selected triangles, then triangulated NGons, then triangulated
quads. This makes attribute interpolation and internal calculations
more efficient.
The "Minimum Vertices" socket is replaced with versioning. In the new
implementation it would have an impact on code complexity, and for a
builtin "atomic" node it makes more sense as part of the selection.
The performance difference depends on the number of CPU threads, the
number of attributes, and the selection size. As all of those numbers
go up, the benefit will grow. The "modes" also affect the performance,
obviously.
With a Ryzen 7950x, I tested performance in a few situations (in ms):
| | Selection | Before | After | Change |
| -------------------------- | --------- | ------ | ----- | ------ |
| 1.4 m quads (fixed) | 50% | 1533 | 15.9 | 96x |
| 10 m quads (shortest) | 100% | 9700 | 165.0 | 59x |
| 1 m 10-side Ngons (beauty) | 90% | 3785 | 115.9 | 33x |
| 1 m quads many attributes | 100% | 54600 | 332.3 | 164x |
In follow-up commits, I'll move other areas to use mesh triangulation
instead of BMesh. This is the last geometry node using BMesh besides
the Ico Sphere primitive.
Pull Request: https://projects.blender.org/blender/blender/pulls/112264
This PR changes the default theme color for TH_FACE_FRONT, used by the
Face Orientation overlay, to have zero alpha. That way, by default, it
can be used always and not interfere with the display of (normal) front
faces.
Pull Request: https://projects.blender.org/blender/blender/pulls/130618
This commit adds extra filtering when applying versioning code to older
files to support the Image Editor paint brushes with brush assets.
Previously, the versioning code updated all of the View3D space tools
that used a paint context to have a specific hardcoded tool name - this
unfortunately misses the default startup.blend Texture Paint brush.
Pull Request: https://projects.blender.org/blender/blender/pulls/130560
The `fmt::format` can process the format string at compile time. Currently, we
don't seem to be using that as we don't use `FMT_STRING`. Starting with C++20,
that will be the default though, and one has to explicitly opt out in places
where the string is not known at compile time using `fmt::runtime(...)`.
Currently, our code does not compile as C++20 because of that. Unfortunately, we
have many places with runtime format strings, because of i18n.
Pull Request: https://projects.blender.org/blender/blender/pulls/130392
This adds a `write_bhead` utility function and also reduces the scope of
some `BHead` variables. The separate `write_bhead` function was quite
useful for #129751 and will likely be useful in a potential separate
implementation too.
Pull Request: https://projects.blender.org/blender/blender/pulls/130457
This allows using C++ types in the region runtime data, which will
make it easier to move the remaining runtime data out of the
`ARegion` DNA type and improve code readability in these areas.
Pull Request: https://projects.blender.org/blender/blender/pulls/130196
Currently the node behaves differently from the modifier by default
because it lacks the option to use the limit surface. This is mainly
an oversight, since the option gives better results and better
performance.
This adds a new "Limit Surface" option. Because it's on by default,
there is also versioning to turn it off for existing files.
Resolves#112912.
Pull Request: https://projects.blender.org/blender/blender/pulls/130243
There is actually a valid (rare) case where a Library ID can have a `0`
versionfile value during blendfile loading: if that library only
contains 'indirect weak' linked data.
These IDs are only actually read in the library blendfile if they are
also used by some other data, otherwise they are purposedly dropped and
removed, and the library blendfile can end up never being read at all.
This would lead to a completely empty library on blendfile loading,
which can then be removed from the data-base.
NOTE: this _does not_ affect cases where the whole library is missing,
or some linked IDs from that library are not found anymore.
NOTE: This also required some changes to Cycles code itself, who is now
directly including `BKE_image.hh` instead of declaring a few prototypes
of these functions in its `blender/utils.h` header (due to C++ functions
names mangling, this was not working anymore).
Pull Request: https://projects.blender.org/blender/blender/pulls/130174
This commit adds a minimal, simple detection for future, incompatible
blendfiles (in case the header itself is modified).
The current available info does not allow to be more specific, but at
least this avoids telling users that it is not a blendfile.
In the future, the new header format designed in #129309 for Blender 5.0
should allow for a better report (since the first 16 bytes of the header
should always have the same meaning from there on).
Pull Request: https://projects.blender.org/blender/blender/pulls/129875
`writedata` used to align the written buffer size to a multiple of 4. This
causes multiple issues:
* Writes uninitialized data.
* Crash with ASAN due to a heap buffer overflow if the buffer is not any longer
than what is passed in.
* Modifies the length of the buffer which can't be undone when reading the
buffer again.
I don't know of any reason for this alignment here. I'd think that it doesn't
matter when writing to a file. If it would matter, then we should probably align
to at least 8 nowadays because that's the alignment of pointers. The original
reason for this alignment seems to be lost to history. It was already part of
the initial commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/129821
This was likely never an issue so far, as no ID type has ever been
removed (that was written in blendfiles at least), and no new BHead type
has been added since ages.
However, current behavior of the main loop in the readfile code (in
`blo_read_file_internal`) is to consider any BHead type which is not
explicitely known and handled, to be an ID BHead, and directly try to
load it as such.
This commit addresses that potential issue by validating that a BHead
code actually matches a known ID type before trying to use it to read an
ID from the file.
Issue identified while working on designs for future 5.0 forward
compatibility breaking changes in blendfile format itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/129693
With the introduction of brush assets, there are now two reasons that
motivate turning this setting on by default.
* More paint brushes - Previously, there was a single paint brush in
Sculpt mode, this made the setting for general usage less needed when
compared to the 10 brushes that are now included in the essentials
pack
* Brush settings are lost on reload - Unless the changes to a brush are
saved to the asset as a default, the color for a brush is now no
longer persisted between Blender sessions. It makes little sense to
save a specific color for a specific brush on the asset level unless
it is needed for the brush functionality.
This commit ensures that the appropriate Scene flag is set for the
unified color and defines the default primary and secondary colors as
000000 and FFFFFF, respectively.
Pull Request: https://projects.blender.org/blender/blender/pulls/129127
So far asset browsers always sorted assets by name, which resulted in
barely related assets being placed together, and related assets being
scattered. This can make navigating assets tedious, and introduces a lot
of visual noise because of scattered preview image styles.
Related assets are typically put into common asset catalogs, and related
catalogs are typically organized close to each other in the catalog
hierarchy. This makes catalogs a better characteristic to sort by,
solving the mentioned issues.
For asset shelves sorting by catalogs was introduced in 471378c666. This
PR exposes this feature to the asset browser, by introducing a new
option to sort either by name or by catalog. The new default is sorting
by catalog. Within a single catalog, assets are still sorted alphabetically.
Pull Request: https://projects.blender.org/blender/blender/pulls/129480
This happens because blender 4.3 only knows about GPv3 IDs, and
therefore stores a reference to a directly linked GPv2 obdata as a GPv3
one, which cannot be found again on next file load in the GPv2 library.
The idea of this fix is, if the looup of a idcode+idname fails, to also
search for the same name but with an older, deprecated ID code.
Pull Request: https://projects.blender.org/blender/blender/pulls/129220
3a708a27f9 and c8e75c03c3 include a version bump in the release branch.
The main branch should also get a version bump so the same versioning
code runs for files saved with main.
In grease pencil draw mode, enable the Draw, Erase and Utilities
catalogs by default for the asset shelf, meaning they will show up as
tabs in the shelf. For grease pencil sculpt mode it's the Contrast,
Transform and Utilities mode (consistent with mesh sculpt mode).
This makes the assets of the corresponding types easily available, even
without requiring the "Filter Brushes by Tool" asset shelf option
enabled. It also makes the catalogs and the contained brushes more
discoverable as an organization helper.
These catalogs were added in 09bd5a5777.
Disables the "Filter Brushes by Tool" toggle of the brush asset shelf
options by default.
After further feedback, we want to keep this option disabled by default.
It's useful to be able to access all brushes from the asset shelf,
regardless of what the active tool is. In many cases you'd see the asset
shelf with only one brush, which wastes space and isn't a good look
design quality wise. The following commit will also enable some more
asset catalogs by default which should be useful for filtering brushes,
and reduce the need for filtering by active tool.
So all things considered, while having this option is useful, it can
remain disabled by default.
PR #128051 made some improvements to code by cleaning up properties and
simplifying logic.
However, the default tool in most spaces is box select. By switching to
box select default, there should be more front-facing consistency across
spaces while still retaining near-identical behavior.
This patch would fix the small bug listed in #128671 while keeping the
simplified code benefits from #128051.
Also:
- Move selection keymap items up in the Sequencer (Global) keymap so it
is more visible (similar to Node Editor ordering).
- Split `side_of_frame` property for ctrl press keymap item into a
separate keymap item on ctrl click for both LCS and RCS to avoid
clashing with ctrl+drag for box selects in RCS.
Pull Request: https://projects.blender.org/blender/blender/pulls/129028
Runtime UID should be generated after other basic ID info is set, in
this case the `tag` flags were still the one read from file, which could
lead to an assert in `BKE_lib_libblock_session_uid_ensure` in case the
blendfile was generated from a temp main data-base.
This commit takes the 'Slotted Actions' out of the experimental phase.
As a result:
- All newly created Actions will be slotted Actions.
- Legacy Actions loaded from disk will be versioned to slotted Actions.
- The new Python API for slots, layers, strips, and channel bags is
available.
- The legacy Python API for accessing F-Curves and Action Groups is
still available, and will operate on the F-Curves/Groups for the first
slot only.
- Creating an Action by keying (via the UI, operators, or the
`rna_struct.keyframe_insert` function) will try and share Actions
between related data-blocks. See !126655 for more info about this.
- Assigning an Action to a data-block will auto-assign a suitable Action
Slot. The logic for this is described below. However, There are cases
where this does _not_ automatically assign a slot, and thus the Action
will effectively _not_ animate the data-block. Effort has been spent
to make Action selection work both reliably for Blender users as well
as keep the behaviour the same for Python scripts. Where these two
goals did not converge, reliability and understandability for users
was prioritised.
Auto-selection of the Action Slot upon assigning the Action works as
follows. The first rule to find a slot wins.
1. The data-block remembers the slot name that was last assigned. If the
newly assigned Action has a slot with that name, it is chosen.
2. If the Action has a slot with the same name as the data-block, it is
chosen.
3. If the Action has only one slot, and it has never been assigned to
anything, it is chosen.
4. If the Action is assigned to an NLA strip or an Action constraint,
and the Action has a single slot, and that slot has a suitable ID
type, it is chosen.
This last step is what I was referring to with "Where these two goals
did not converge, reliability and understandability for users was
prioritised." For regular Action assignments (like via the Action
selectors in the Properties editor) this rule doesn't apply, even though
with legacy Actions the final state ("it is animated by this Action")
differs from the final state with slotted Actions ("it has no slot so is
not animated"). This is done to support the following workflow:
- Create an Action by animating Cube.
- In order to animate Suzanne with that same Action, assign the Action
to Suzanne.
- Start keying Suzanne. This auto-creates and auto-assigns a new slot
for Suzanne.
If rule 4. above would apply in this case, the 2nd step would
automatically select the Cube slot for Suzanne as well, which would
immediately overwrite Suzanne's properties with the Cube animation.
Technically, this commit:
- removes the `WITH_ANIM_BAKLAVA` build flag,
- removes the `use_animation_baklava` experimental flag in preferences,
- updates the code to properly deal with the fact that empty Actions are
now always considered slotted/layered Actions (instead of that relying
on the user preference).
Note that 'slotted Actions' and 'layered Actions' are the exact same
thing, just focusing on different aspects (slot & layers) of the new
data model.
The "Baklava phase 1" assumptions are still asserted. This means that:
- an Action can have zero or one layer,
- that layer can have zero or one strip,
- that strip must be of type 'keyframe' and be infinite with zero
offset.
The code to handle legacy Actions is NOT removed in this commit. It will
be removed later. For now it's likely better to keep it around as
reference to the old behaviour in order to aid in some inevitable
bugfixing.
Ref: #120406