This commit implements #125759.
It removes:
* Blender does not build on big endian systems anymore.
* Support for opening blendfiles written from a big endian system is
removed.
It keeps:
* Support to generate thumbnails from big endian blendfiles.
* BE support in `extern` or `intern` libraries, including Cycles.
* Support to open big endian versions of third party file formats:
- PLY files.
- Some image files (cineon, ...).
Pull Request: https://projects.blender.org/blender/blender/pulls/140138
Change island selection from being it's own selection mode,
along side vertex/edge & face modes, to a separate toggle.
This makes it possible to use sync-select without loosing functionality
as previously island selection didn't work when sync-select was enabled.
Now island selection supports sync-select although at the moment this
only works in face-select mode, when !138197 is merged this limitation
will be removed.
In practice this change is subtle, making it possible to toggle island
selection no matter which selection mode is currently active.
Details:
- The UI is mostly unchanged, this option is available
in the same location in the header & menu as a toggle.
- The shortcut 4-key is kept, toggling instead of switching modes.
- Enabling island selection no longer isolates islands,
it just acts on selection actions made after being enabled.
Allow theming the outline of selected elements. This helps to make
active elements more prominent, and allows for flat theme combinations
not possible before.
Pull Request: https://projects.blender.org/blender/blender/pulls/139850
This patch removes the older handle selection and transformation logic,
which was accessible through user preferences by switching off the
default "simple tweaking" mode in Editing -> Video Sequencer.
There was some initial bugginess with the new handle behavior, hence
the option to revert to legacy mode, but with recent updates this no
longer applies. With the new system, all selection workflows
are still possible -- this just drops older code to make things simpler.
No functional changes intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/140031
The tabs in the sidebar are aligned to the content, which looks great
when region overlap is off, but when it isn't, it looks like the tabs
are attaching to nothing. Solve this by drawing sidebar tabs as pills,
when using region overlap. This matches the top-bar workspace tabs.
Pull Request: https://projects.blender.org/blender/blender/pulls/139951
This is part of the short term roadmap goal of simplifying the
compositor workflow
(see https://projects.blender.org/blender/blender/issues/134214).
The problem is that many users don't know how to get started with
compositing in Blender, even when they have used Blender for other
areas, e.g. modeling.
Note: although the solution makes compositor node trees reusable
accross blend files, this is a nice side effect and not the main goal
of the PR.
This PR implements a "New" button that creates a new compositing node
tree, and manages trees as IDs. This has following advantages:
- Consistent with other node editors and other parts of Blender,
therefore making it easier to getting started with compositing if users
are familiar with shading or geometry nodes
- Give users the ability to reuse the compositing node tree by linking
or appending it.
Note: The parameter "Use Nodes" is still present in this PR, but will
be removed (in a backward compatible way) in a follow up PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/135223
This adds support for specifying structure types on closures. The main immediate
benefit is that this makes it possible to use fields with closures (without
having incorrect warnings in the UI).
A closure zone behaves very similar to a node group with respect to structure
type inferencing. The structure types can be inferenced fully automatically, or
the user can specify them manually on the closure inputs. On the evaluate
closure zone, the user has to specify the structure types of the inputs and
outputs explicitly (or leave them as dynamic).
Working on this, I was a bit surprised that `get_output_socket_shape` depended
on the field state. Is that a left-over? It feels like it shouldn't be necessary
since the socket shape shouldn't depend on field inferencing anymore. I removed
that now and couldn't see a difference yet.
The operator that creates a closure zone from an evaluate closure node copies
the input structure types already. Beyond that, there is no automatic syncing of
the structure types yet. The structure types only affect the UI and not what's
actually done during evaluation.
Pull Request: https://projects.blender.org/blender/blender/pulls/139713
- Adds Anisotropic (EWA) sampling to the compositor's interpolation
enum.
- Any compositor nodes using EWA sampling are refactored and depend
now on the interpolation enum.
- More refactoring in the RNA properties and DNA nodes to unify usage.
Pull Request: https://projects.blender.org/blender/blender/pulls/139833
This moves `PointCloud` to use the recently added `AttributeStorage`
at runtime. Mainly this involves implementing the higher level attribute
API on top, and implementing the RNA API as well. The attribute RNA type
is now backed by either CustomDataLayer or bke::Attribute. For now the
new code is specific to point clouds but next steps can reuse it for
Grease Pencil layer attributes, curves, and eventually meshes.
Point cloud attributes no longer have a name length limit.
Internally, the `AttributeStorage` API is extended with a few additions:
- The data structs have static constructors for convenience.
- A few functions give index-based access to attributes
- A "rename" function is added.
The `Attribute` RNA type now exposes a `storage_type` property.
For now the "single value" option is still unused at runtime, and
accessing the single value data isn't implemented yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/139165
This allows to reduce the waiting time caused by
shader compilation on some GPU-driver combo.
A new settings in the User Preferences make it
possible to override the default amount of worker
threads and optionally use subprocesses.
We still use only one worker thread in cases where
there is no benefit with adding more workers
(like AMD pro driver and Intel windows).
It doesn't scale as much as subprocesses for material
shader compilation but that is for other reasons
explained in #139818.
Add some heuristic to avoid too much memory usage
and / or too many stalls.
Also add some heuristic to the default number of subprocess for
the platform that shows scalling.
Historically, multithreaded compilation was prevented by the
need of context per thread inside `DRWShader` module.
Also there was no good scaling at that time. But
nowadays numbers shows different results with
good scaling with reasonable amount of threads on many
platforms.
Even if we are going for vulkan in the next release
most of the legacy hardware will still use OpenGL for
a few other releases. So it is relevant to make this
easy improvement.
See pull request for measurements.
Pull Request: https://projects.blender.org/blender/blender/pulls/139821
Removes various image filtering/mipmapping leftovers from
pre-2.80 days.
Code: removes all mipmap handling from ImBuf (which is about half of
ImBuf struct size), removes now unused "sample procedural texture
with mipmaps" code, now-unused FELINE filter, etc. The osatex
parameter to various CPU texture sampling functions is never
actually used, which means none of the mipmap code was ever executing.
User visible part: there were settings on the legacy Texture data
block (as used by Brushes etc.), under Sampling section: "MIP Map",
"Gaussian Filter", "Filter Type", "Eccentricity", "Minimum Size" --
they had no effect anywhere, so they are gone, and what remains is
only "Interpolation" and "Size".
RNA / Python API part: removes the ImageTexture RNA properties
corresponding to the above: filter_type, use_mipmap, use_mipmap_gauss,
filter_lightprobes, filter_eccentricity, use_filter_size_min.
Pull Request: https://projects.blender.org/blender/blender/pulls/139978
This commit enables Blender 4.5 to use (to some extent) blendfiles from
Blender 5.0 and later using 'long' ID names (i.e. ID names over 63 bytes).
On a more general perspective, it also introduces safer handling of
potentially corrupted ID names in a blendfile.
This is achieved by carefully checking for non-null terminated ID names
early on in readfile process, and then:
* Truncating and ensuring uniqueness of ID names.
* Doing similar process for action slot and slot users identifiers.
* In linking (and appending) context, such IDs are totally ignored. They are
not listed, and are considered as missing if some other (valid) linked ID
attempt to indirectly link them).
* Informing users through usual reporting ways.
Technically, this mainly changes two areas of the readfile code related to IDs
themselves:
* The utils `blo_bhead_id_name` that returns the ID name of an ID BHead,
without actually reading that ID, now check for a valid null-terminated
string of `MAX_ID_NAME` max size, and returns a `nullptr` on error.
_This essentially prevents listing and linking such IDs, in any way._
* The actual ID reading code (`read_id_struct`) does the same check, and
truncate the ID name to its maximum allowed length.
* Both of above checks also set a new FileData flag
(`FD_FLAGS_HAS_LONG_ID_NAME`), which is used to ensure that ID names (and
related actions slots identifiers) remain unique, and report to info to the
user.
Implements #137608.
Branched out from !137196.
Co-authored-by: michal.krupa <michal.krupa@cdprojektred.com>
Co-authored-by: Campbell Barton <ideasman42@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/139336
This mainly adds DNA level IDProp storage for system properties, their
handling in data management code, and the forward-versioning code
copying back content from system properties into 'all-in-one' single
IDProperties storage, for data types that will support both in Blender
5.0.
There is no user-facing changes expected here.
Part of #123232.
Pull Request: https://projects.blender.org/blender/blender/pulls/139257
The versioning code for the new `Scale` input (a92b68939a)
always added new versioning nodes connected to the `Scale` input to ensure
that the node behaves as before.
But these versioning nodes are only necessary when a profile curve is connected.
Otherwise, they don't have any effect at all, since the node just outputs
a wire mesh in this case.
This skips adding the versioning nodes in case the profile socket
is unused. The default scale value will be 1.
Pull Request: https://projects.blender.org/blender/blender/pulls/138968
Current strategy to deal with operators not supporting custom NURBS
knots is to fall back to calculated knots for curves of the custom mode
but with no `CurvesGeometry::custom_knots` allocated. Such curves are
the result of operators that copy only `Point` and `Curve` domains. This
way the problem is only postponed. It is not possible to add new custom
knot curves to such `CurvesGeometry` as custom knot offsets are
calculated all together and there is no way to distinguish between old
curves with lost knots and new ones. This is more a future problem.
The actual problem in `main` can be shown with an attached blend file
(see PR) by applying `Subdivide` to some points and then adding new
`Bezier` curve to the same object. This particular problem could be
addressed somewhere in `realize_instances.cc` but the actual problem
would persist.
This PR handles custom knots in all places where `BKE_defgroup_copy_list`
is iused, and where `bke::curves::copy_only_curve_domain` is called.
Here the assumption is made that only these places can copy custom knots
modes without copying custom knots. Depending on operator logic knots are
handled most often in one of two ways:
- `bke::curves::nurbs::copy_custom_knots`:
copies custom knots for all curves excluding `selection`. Knot modes
for excluded curves are altered from the custom mode to calculated.
This way only curves modified by the operator will loose custom knots.
- `bke::curves::nurbs::update_custom_knot_modes;`
alters all curves to calculated mode.
In some places (e.g. `reorder.cc`) it is possible to deal with knots
without side effects.
PR also adds `BLI_assert` in `load_curve_knots` function to check if
`CurvesGeometry::custom_knots` exists for custom mode curves. Thus
versioning code is needed addressing the issue in files in case such
already exists.
Pull Request: https://projects.blender.org/blender/blender/pulls/139554
Complete the versioning and writing changes from these commits:
- f9b627d29c
- f2bcd73bd2
- c5ba8bd7c2
4.5 has the forward compatibility handling to support reading files
written by 5.0. This removes the conversion when writing files
and removes the lookup of ".uv_seam" as a fallback for "uv_seam".
Pull Request: https://projects.blender.org/blender/blender/pulls/139841
The checks and related warnings detecting usage of blendfiles generated
by newer versions of Blender were not fully behaving as expected for
libraries. In particular, opening an older main blendfile linking
against newer library ones would not always detect and report the
`has_forward_compatibility_issues` status properly.
Found out while working on 'longer ID names' compatibility PR for 4.5
(!139336).
In Geometry Nodes workspace, the viewport has a default value of 0.0
for `gpencil_vertex_paint_opacity`, this causes material preview to not
show proper vertex color even when strokes have color. Considering this
property is a bit obscure, setting a default value of 1.0 here makes
sense and it's also consistent with the rest of the viewport editors in
other workspaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/139356
Add ability to randomize color of each stroke for or use perlin noise
randomization during the stroke. Works similarly to grease pencil stroke
color randomization. This feature is available for all mesh color
painting modes (Sculpt Paint brush, Texture Paint and Vertex Paint)
This setting is available both as a per-brush setting and a unified
setting on the scene level. Additionally, the equivalent Grease Pencil
options have been migrated to these more generic flags and values.
Based on this [1] RCS request.
[1]: https://blender.community/c/rightclickselect/mwgbbc/
Pull Request: https://projects.blender.org/blender/blender/pulls/128953
Set fuzzy=1 when softbody modifier is added. As of now, value is 0, this
raises concern of division by zero so bump it to 1.
Updated `softbody_test.blend` to fix the failing test.
Resolves#137849
Pull Request: https://projects.blender.org/blender/blender/pulls/137878
- Previously, effects could be changed into types that take different
amount of inputs, e.g. from "add" to "glow", which led to undefined
and glitchy behavior (unreported bug). Fix by requiring same input count
for new effect.
- Previously, strip names were not updated when changing effect type,
which tended to be confusing. Now, if the default name was not changed,
update to the new effect type name.
- Remove "effect strip" menu from color and text strips. Although they
are effects internally, to a user, this is not clear, and providing the
option to modify effect inputs in these cases doesn't really make sense.
Pull Request: https://projects.blender.org/blender/blender/pulls/139514
The issue was the usage of `change_link_placeholder_to_real_ID_pointer`
to remap the removed duplicate Library ID pointer to its first instance.
Library ID pointers are _not_ placeholder ones, and therefore the check
on entries in `change_link_placeholder_to_real_ID_pointer_fd` would
fail, leading to never actually remapping this removed Library ID
pointer.
Added a dedicated separate util functions for this usage, as it is
important to keep it clearly distinct from the more usual remapping of
placeholder IDs to their real linked counterparts.
-----
This issue was likely never noticed before, because:
* 'Standard' Library ID pointers are rare, nowadays they are mostly
coming from the Outliner tree items. (`ID.lib` pointers and the like
are set by readfile code outside of/before the lib-linking process.)
* Files with duplicate libraries should not be possible to create for
quite a few years already.
Found out while working on forward compatibility for the Embedded Linked
IDs, since in this project 'duplicates' of libraries (from older code PoV)
are expected: the 'archive' Library IDs.
Overall the goal of the PR is to show the preview range in the
clip editor's dopesheet and graph mode.
To accomplish this, some cleanup and refactor were needed:
- Clip editor had a nearly 1:1 copy paste of the timeline draw code,
which has been replaced with `ANIM_draw_framerange`.
- Preview range draw code required `bContext`, which was only used to
access scene. Now scene is passed explicitly, without need to know the
context.
- The macro to access the preview range was removed. This is because the
code is within `PRVRANGEON` check, so `PSFRA`/`PEFRA` were doing
redundant checks.
Pull Request: https://projects.blender.org/blender/blender/pulls/138678
Implementation of #127106.
This is just a visual representation of the field/single/grid
status of sockets to make the workflow more intuitive. With
a visual representation for volume grid sockets, volume features
should be unblocked for further development. The structure type
will also be used to distinguish list sockets in the interface.
Group input nodes now have a "Structure Type" option instead of
the existing "Single Value Only". Usually the auto option should be
enough, but in some cases where the inferencing cannot (yet) make
a clear determination, it can be helpful to choose a specific type.
The new visualization and the group input structure type option
are hidden behind a new experimental option for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/134811
This patch turns the Blur node options to inputs.
Size is now a 2D vector and replaces the Size X and Y option. Bokeh was
renamed to Separable to reflect its actual function. Relative was
removed in favor of the newly added Relative To Pixel node workflow.
There is a slight difference in variable size blurring due to float vs
integer computations, so two tests were updated.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/139329
This patch adds support for 2D and 4D vector sockets. The default value
structure for vectors was extended to include a new dimensions input,
which can be 2, 3, or 4. The default value was also extended to be a
float4, but only some of its components might be used depending on the
dimensions members.
Each vector subtype now has three variants ending with 2D or 4D as a
prefix depending on its dimensions, and the 2D/4D prefix was taken into
account for the socket type RNA enum functions.
All node systems currently always treat the vectors as 3D, but support
for it in the compositor will shortly follow in another patch.
Depends on #138805.
Pull Request: https://projects.blender.org/blender/blender/pulls/138824
This patch adds a new Image Coordinates node for the compositor. The
Texture Coordinates and Pixel Coordinates outputs were removed from the
Image Info node and were added to the new node instead. Additionally, a
new Normalized Coordinates output was added.
The Pixel Coordinates output now no longer includes half pixel offsets.
Pull Request: https://projects.blender.org/blender/blender/pulls/138935
Readfile code would not always properly set the main file version number
in 'split' Mains created for a library, and would also not detect
'future versions' blendfiles.
This info is currently not used by linking code, so this should be a
no-op change in current main.
Regression from [0] this was meant to be `EXR_TOT_MAXNAME - 2`,
but wasn't updated when `EXR_TOT_MAXNAME` changed.
Also use UTF8 string copying since it's expected to be UTF8.
[0]: 2c8db87897
This patch turns the options of the Color Balance node into inputs.
In the process, each of the wheels were split into two inputs, a base
float and a color. For instance, Gain is controlled using both a Base
Gain and Color Gain, the former controls the gain for all channels while
the latter controls it per channel.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/138610
The main goal of this patch is that the column widths and ordering is not reset
every time one switches between different contexts.
It does that by keeping track of multiple `SpreadsheetTable`. There is one for
each table that is viewed (so e.g. the point and edge domain of the same mesh
are two different tables). Each table has an identifier and an array of columns.
There is some garbage collection in place so that the number of stored tables
does not increase unbounded.
This also comes with an updated Python API:
```python
import bpy
spreadsheet = bpy.context.screen.areas[...].spaces.active
active_table = spreadsheet.tables.active
print(active_table.id.type)
print(active_table.id.attribute_domain)
print(active_table.columns[0].id.name)
```
In the future, we might add some smarter logic to keep tables with different
identifiers more in sync. We don't have a great heuristic for that yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/139205
Use a similar convention for struct member identifiers,
(the identifiers without surrounding spaces). This allows the values
to be scanned and validated.
Similar to other renderers, this adds a temperature property to set the
light color using blackbody emission. This can be more convenient than
using nodes, and can improve interop with other software.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA and FBX.
Pull Request: https://projects.blender.org/blender/blender/pulls/134303
This patch adds snapping options for the playhead to all animation editors.
The options can be modified through a new dropdown in the editor header.
All editors will show all those options, and they are shared,
so toggling the option in on editor will change it for all other editors too.
Some options are not working/relevant in some editors for example
Strips in the Dope Sheet. However for consistency the option is still shown.
This is a separate menu from the transform snapping menu because
you can toggle the snapping for transform and playhead separately.
Putting it in the existing snapping transform menu would imply that it can
be turned off with the magnet which is not the case.
Playhead snapping is explicitly disabled for the drivers editor
because there is no playhead to drag around.
Snapping to Frame/Second intervals takes the scene start as a starting point.
That means you can snap to the n-th second of the animation even though
it might not start at frame 1. The preview range is NOT taken into account
by design since the use case is working on a sub-section of the animation
in which case the snap target should not change.
Snapping is toggled by pressing CTRL as indicated by the status bar.
Snapping to Frames/Seconds is absolute, meaning no matter
how far away your cursor it will snap to the closest snap point.
All others only snap to things if they are close to the cursor in pixel values.
When mixing those two behaviors, it prefers relative snapping.
If no point is close enough to snap relative,
it will fall back to absolute snapping.
Based on the prototype #135913
Part of #135794
Pull Request: https://projects.blender.org/blender/blender/pulls/137278