Python's behavior changed since this feature was added causing the
object to be tracked when freed by Python's subtype_dealloc even
if Blender has not tracked the data. Detect this case and untrack
the object before freeing.
Lines in the history never change, each input line is added to the
end (unless it is a duplicate of the last item).
A new history_index member keeps track of where the up/down arrows have
moved in the history.
Preserved the previous down-arrow behavior of going to the item after
the one that was copied, this is useful in Python for re-entering a
multi-line block.
Ref !119356
There seems to be an integer overflow in OpenVDB code. For now just avoid rendering
the volume when the indices are very large, which is an extreme case anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/119279
For various reasons, the animation system can't properly update the node tree
so that the socket availability caused by changing node enum properties
propagates completely. So animating node properties that affect
socket visibility to change isn't possible without issues like crashes.
Unfortunately that wasn't disallowed before. In this commit there is
a balance of disabling animation on sockets that could reasonably expected
to affect socket visibility, and minimizing breaking changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119221
Use `context.pose_object` when baking a pose, on on top of the objects
in `context.selected_editable_objects`. When in pose mode, it's expected
that the pose of the active will be baked, regardless of whether the
pose object is selected itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/119317
The issue was that calling `ensure_geometry_instances` converts all instances to a
geometry, even the ones that can't be converted. The comment already says that
non-geometry instances should stay intact, but that didn't work correctly yet:
```
/**
* If references have a collection or object type, convert them into geometry instances
* recursively. After that, the geometry sets can be edited. There may still be instances of
* other types of they can't be converted to geometry sets.
*/
```
Pull Request: https://projects.blender.org/blender/blender/pulls/119324
The shader compilation job assumes it can only be closed on program
exit, leaving all their materials as queued.
However, render tasks can kill it, causing drw_deferred_shader_add to
get stuck in an infinite loop.
Pull Request: https://projects.blender.org/blender/blender/pulls/119172
Previously the CUDA context was always destroyed and the module along
with it. Now that this no longer happens, the missing module free became
a memory leak.
Also fix the same issue for HIP, though this is destroying the context
so it's not a problem yet.
Fix part of #119035
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Accessing `__class__` on a removed object raised an exception, making
`isinstance(ob, cls)` unreliable. Always allow class access.
Resolves issue raised by blender/blender-addons!104958.
If we run into NULL `RegionView3D` `regiondata` [which e.g. happens if
we just set `bpy.context.area.type = 'VIEW_3D'` without further actions
in the text editor prior to calling the transform operator], we can make
it gracefully work just by using `t->spacetype = SPACE_EMPTY` in
`initTransInfo`.
Similar check is already done in ba229e3859 (marked /* running in the
text editor */).
Transform code is smart enough to have fallback code in place that sets
matrices etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/119205
When restoring a temporary context, account for changes to the context
made by actions (typically operators) in the script.
There was an incorrect assumption that an override which didn't change
the current context would also be unchanged when restoring the temporary
context's original values.
"r_map" is null for the generate layers operator (rather than the modifier
evaluation). It should disable the creation of the "CD_NORMAL" layer too,
like the crease, bevel weight, sharp edge, and uv seam attributes above.
As mentioned in new code comments, the auto smooth behavior in 4.0 was
to skip sharp angle tagging when the evaluated mesh had custom normals.
There was already a check for custom normals on the original mesh (we
can't access the evaluated mesh from versioning code). But that didn't
handle cases where custom normals were created by modifiers (the normal
edit and weighted normal modifiers). Now skip adding the new modifier
when those modifiers come last in the stack. Alternatively we could
check if they existed in the stack at all, but that seems a bit more
risky.
The `cache.curves_cache.proc_attributes_buf[i]` is independent of the subdivision level.
Therefore it's not freed when the subdivision level changes currently. However, the
check assumed that when no attribute was changed, the final subdivided buffer is
non-zero, which is not true when the subdivision level changed.
Now directly check whether the attribute is cached already.
Pull Request: https://projects.blender.org/blender/blender/pulls/119216
Global built-ins appear to not work on AMD cards.
Also add a tweak to avoid a performance regression, similar
to what was done before. Disable adaptive subdivision kernel
code if not used.
Pull Request: https://projects.blender.org/blender/blender/pulls/119175
When linking a collection from library, it can be linked inside another
linked/overrided collection if it is selected in outliner. This can be
prevented by linking with editable parent collection.
Pull Request: https://projects.blender.org/blender/blender/pulls/119144
The depth pass of the Viewport Compositor has low precision if the
precision of the node tree is set to Auto. To fix this, we always
expose the depth pass in full precision.
The new operator "View in Graph Editor" (#114407) only looked at the selection
when generating the FCurve bounds.
This failed in certain cases if things are not selected, or not selectable.
The simplest example is to key the emission strength of the world settings and
try to view that.
This was mentioned by Jonathan Lampel on the PR #114407
The fix is to also resolve the bounds of the animation data on the button.
This means for a few FCurves the bounds might be calculated twice but it
doesn't change the overall result.
This has another side effect though:
The Graph Editor might zoom into an area where there is no FCurve
visible because the thing is not selected so it isn't shown.
This issue existed before if filters were applied, but is now more pronounced
since by default the Graph Editor doesn't show unselected objects.
A warning is raised when at least one of the FCurves that are viewed is not
visible with the current filter settings. The view will still zoom into that area.
Pull Request: https://projects.blender.org/blender/blender/pulls/118658
Caused by 9c1da81a4c.
This happened in the case where objects shared the same data and slots
are assigned to object and receiving object did not have a material slot
yet.
Then, `ob->matbits` may be NULL, now just check for this, too.
Pull Request: https://projects.blender.org/blender/blender/pulls/119161
The property is actually there, but was marked PROP_SKIP_SAVE |
PROP_HIDDEN in 4234cddda9
This PR removes this again (with the consequence that shortcuts/menu
entries will now remember the select setting from the last time).
This is now in line to how editmode does this (the "Reveal Hidden"
operator).
Pull Request: https://projects.blender.org/blender/blender/pulls/119153
When in mesh editmode, skin_vertices point to bmesh customdata, the
skin_vertices data is empty since custom data is stored per element
instead of a single array there (same es UVs etc.).
Fix similar to 3e2619b3e7, 5179b8236b (basically disallowing the
access in editmode).
Pull Request: https://projects.blender.org/blender/blender/pulls/119149