This has a tendency to place islands diagonally in the image which is
not usually wanted, even if it's maximimizing the number of pixels for
the island.
Fix#109906: UV unwrap packs island diagonally instead of straight
Pull Request: https://projects.blender.org/blender/blender/pulls/112295
See #101778
Remove the requirement of restarting Blender to refresh the
extended 3D view menus for node group changes. Also avoid
rebuilding the tree of relevant assets and catalogs on every
redraw, since parsing asset libraries, etc. could become more
expensive than we want. Those two goals combined mean we
have to be more rigorous in how we invalidate the cached
catalog tree.
The first main change required is to clear the tree as asset libraries
are being read, similar to other dynamic asset menus. This is done
with a 3D view header listener rather than a menu listener in this case.
However, that isn't enough, because there is an issue with the asset
system where the "all" library isn't updated when the current file library
changes. The solution is to explicitly rebuild the "all" library's catalogs
when other asset libraries are changed.
The other necessity for dynamic updates is clearing the catalog tree
to be rebuilt when the node group "asset traits" are changed. This is
done with a new notifier type (with the goal of being a bit selective
about when we re-read assets). This _also_ requires running the
"presave" callback that builds asset metadata when updating the
property. Otherwise saving the file and sending the notifier is
necessary, which is too confusing.
Pull Request: https://projects.blender.org/blender/blender/pulls/112166
In the add modifier menu, 3D viewport menus for node tools, and the node
editor add menu, assets not in catalogs are added to an "No Catalog"
menu rather than not being accessible at all.
This makes the default behavior when adding a node tool "not broken"
so at least something happens by default. The question of "How do I
add a catalog?" is much better than "Why didn't anything happen?"
Implements #111529
See #101778
---



Pull Request: https://projects.blender.org/blender/blender/pulls/112355
Declarations can use the `add_input_output` method to create a combined input/output socket. The drawing code supports moving sockets up one vertical slot to align them with the predecessor.
Closes#112235
Pull Request: https://projects.blender.org/blender/blender/pulls/112250
because it contains reflectance and transmittance, so BSDF would be a
morep proper name.
Also rename BSDF to BRDF at places where only reflectance is returned.
the `refract()` function require the relative IOR of the media where V
is in to the media where L is in. Because this only affects the
visibility term, the difference is quite small
There was code to vertically offset layouts in header-like regions to
ensure widgets are centered properly. It wasn't clear why this was
necessary so far. I noticed this is region alignment dependent though:
The offset is only needed when the upper region edge matches the upper
area edge. I'm not entirely sure if it is the edge drawing or a slightly
smaller drawable surface of the region (clipped to be 1px less than the
area height), think it is the latter. But either way, this offsetting
makes a lot more sense now. Fix is to only apply the offset for regions
sharing the upper edge with the area. Edges at the window differ a bit,
so the offset is not applied there.
Fixes the slightly off vertical positioning of widgets in the asset
shelf header.
As people have pointed out, the changes to key drawing
in #106052 are not ideal under all conditions.
The fact that an X is drawn to indicate a key
can't be manipulated adds too much noise
on dense data and is generally confusing.
To combat that, the drawing style changed it back to dots,
but this time in gray ( the same color as disabled curves)
and slightly smaller.
This was discussed in the A&R module meeting on 2023-09-07
Pull Request: https://projects.blender.org/blender/blender/pulls/111986
When subframes were enabled, and the time cursor was at a subframe position,
the keying would still insert the key at the full frame.
This was because the value passed to the key insertion
functions was just the full frame value and not the subframe part.
Fixing it by using `BKE_scene_frame_get()` which
returns the floating point frame including the subframe part.
I've added unit tests to ensure that inserting keys at subframe values doesn't cause issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/112131
In the animation editors, show the FCurve Modifier toggle widget (the
wrench) as 'inactive' when the FCurve has no modifiers on it. Previously
the (lack of) existence of FCurve modifiers was not reflected in the
wrench icon at all.
Note: this only affects FCurves, and not FCurve *Groups*.
Pull Request: https://projects.blender.org/blender/blender/pulls/106214
Calling an API function after the node panels patch does not internally
tag the node tree with `NTREE_CHANGED_INTERFACE` any more, because the
node tree is not directly accessible from `bNodeTreeInterface`. Before
node panels the API functions for interfaces could tag the tree directly
for later update consideration, which now requires explicit tagging
calls.
The fix is to add a flag and mutex directly to `bNodeTreeInterface`, so
API methods can tag after updates. This mostly copies runtime data
concepts from `bNodeTree`. The `ensure_interface_cache` method is
equivalent to `ensure_topology_cache` and should be called before
accessing `interface_inputs` and similar cache data.
Pull Request: https://projects.blender.org/blender/blender/pulls/111741
The first keyframe's handle wasn't drawn due to the recent optimizations.
This PR fixes the issue by moving `prevbezt` out of the loop again.
That is needed due to the checks in within the loop having special cases
for the first loop where `prevbezt` is a `nullptr`
Was caused by #112126
Pull Request: https://projects.blender.org/blender/blender/pulls/112365
These group nodes currently don't have a socket declaration for every socket.
Instead we just don't touch the sockets at all so that things have not changed
when the node group is found again.
There were two issues:
* The check for conflicting AOVs was done after the Render Layer node
was updated. This led to an unexpected state in the node.
* The check for conflicting AOVs did not work, because AOVs that already
had the conflict-flag set were ignored.
When the auto-close preference is enabled & brackets or quotes are
entered with a selection, the selection is surrounded by those
characters - instead of replacing the selection.
Match functionality from visual-studio code.
Ref !111900.
Previously when there were 5 or more menu items in a pie menu
the acceptable angle to select an item was limited to 45 degrees.
This makes sense when all 8 menu items are set, however it unnecessarily
restricts the range for menu items that don't have adjacent items.
Resolve using a 90 degree angle range then checking of the adjacent
buttons exist and are a better match.
This also resolves a very small dead-zone between adjacent buttons
for both 4 or 8 button pie menus. It was possible for a direction to
select neither. Compare the direction enum as a tie breaker.
Ref !112311.
In this case it didn't cause any problems however macros with a
BEGIN/END must always run both, not optionally run based on knowledge
of the iterator implementation cleanup requirement.
* Fix#112284 and other non-reported sculpt-related regressions in the
new Workbench.
* Cleanup ObjectState setup.
* Update `sculpt_batches_get` to support getting per material batches
while passing SculptBatchFeatures.
* Make material indices 0 based in Workbench.
Pull Request: https://projects.blender.org/blender/blender/pulls/112344
Instead of four discrete thumbnail sizes, allow the user to instantly
zoom to any integer size from 16-256. This also changes the default to
96 from the current 128.
Pull Request: https://projects.blender.org/blender/blender/pulls/105815
Any action that triggered the key-map to be rebuilt causes the key-map
UI to display freed data.
Recently key-map refreshing happens during transform, while this should
be resolved - it's still good to avoid a crash in this situation as it's
possible scripts perform actions that tag the key-map to be rebuilt
which is out of our control.
Add a utility function to clear all key maps from a key configuration.
This allows the add-ons key-config to be cleared so the exported
configuration wont include add-on keymap items,
needed for bl_keymap_validate.py to properly compare the
exported key-map with the data in:
./scripts/presets/keyconfig/keymap_data/blender_default.py
C++ callers must ensure the arguments are valid,
reserve validity for the RNA API for raising errors.
This is already the case for most RNA API calls that wrap BKE API's.
- Changes defaults from Emission Color 0.0, Emission Strength 1.0 to be the
other way around (Color 1.0, Strength 0.0), suggested by @brecht
- Makes emission component occluded by sheen and coat
(to simulate e.g. dust-covered light sources)
- Moves transparency into the Principled SVM/OSL node, to allow for future
support for e.g. transparent shadows in thin sheet mode.
Note that there are optimization opportunities here (mostly skipping the
non-transparent components for transparent shadow evaluation, and skipping
the parts that don't affect emission for light evaluation), but I have a
separate point for those in the Principled V2 planning since there's some
other optimization topics as well.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111155
Previously, the Principled BSDF used the Subsurface input to scale the radius.
When it was zero, it used a diffuse closure, otherwise a subsurface closure.
This sort of scaling input makes sense, but it should be specified in distance
units, rather than a 0..1 factor, so this commit changes the unit and renames
the input to Subsurface Scale.
Additionally, it adds support for mixing diffuse and subsurface components.
This is part of e.g. the OpenPBR spec, and the logic behind it is to support
modeling e.g. dirt or paint on top of skin. Before, materials would be either
fully diffuse (radius=0) or fully subsurface.
For typical materials, this mixing factor will be either zero or one
(just like metallic or transmission), but supporting fractional inputs makes
sense for e.g. smooth transitions at boundaries.
Another change is that there is no separate Subsurface Color anymore - before,
this was mixed with the Base Color using the Subsurface input as the factor,
but this was not really useful since that input was generally very small.
And finally, the handling of how the path enters the material for random walk
subsurface scattering is changed. Before, this always used lambertian (diffuse)
transmission, but this caused some problems, like overly white edges.
Instead, two different methods are now used, depending on the selected mode.
In Fixed Radius mode, the code assumes a simple medium boundary, and performs
refraction into the material using the main Roughness and IOR inputs.
Meanwhile, when not using Fixed Radius, the code assumes a more complex
boundary (as typically found on organic materials, e.g. skin), so the entry
bounce has a 50/50 chance of being either diffuse transmission or refraction
using the separate Subsurface IOR input and a fixed roughness of 1.
Credit for this method goes to Christophe Hery.
Pull Request: https://projects.blender.org/blender/blender/pulls/110989