Commit Graph

25533 Commits

Author SHA1 Message Date
Christoph Lendenfeld
f105366d73 Anim: Support multi object editing when applying poses
This patch adds support to apply a pose asset to multiple armatures in pose mode at once.
In case there is a suitable slot for the armature, it will be used to read from, otherwise
the system falls back to slot 0.

Part of #131840

Pull Request: https://projects.blender.org/blender/blender/pulls/132601
2025-01-16 13:17:20 +01:00
Campbell Barton
81c26130dc Fix #43998: toggling edit-mode can destroy mesh shape-key
Regression in [0] that clamped the shape-key index when exiting
edit-mode but not when entering, causing the "Basis" shape not to
be treated as active when entering edit-mode, then treated as active
when exiting - overwriting it's values from the mesh.

Resolve by clamping on edit-mode enter & exit.

[0]: 225e3460d0
2025-01-16 16:36:50 +11:00
Philipp Oeser
e700e1f71c Fix #115843: Expose curves sculpt collision distance
The hardcoded value doesn't work well with real scale human heads for
example (was already adjusted once in a76b5d3a07).
The result for too high values is a complete "freeze" of the whole curve
(since  the solution from e7606139ba has the problem that it keeps
running into max iterations of the collision solver).

As long as no better solver is implemented, it is better to have an
adjustable value (to work on differently sizes objects) to not run into
the above issue (same as the old particle hair system had) and show it
in sculptmode next to the button which enables collision.

This is done per `Curves` (same as the flag
`CV_SCULPT_COLLISION_ENABLED`), similar to symmetry settings
[alternatively, it could be part of `BrushCurvesSculptSettings` but I
think it makes more sense in Curves] and then passed on to the
`CurvesConstraintSolver`.

Includes versioning code (to set the default for old files).

Pull Request: https://projects.blender.org/blender/blender/pulls/132997
2025-01-15 15:54:43 +01:00
Sean Kim
5659be7a7d Fix: Update DEG_debug_graph_relations_validate commented line
Changed in d325e6f0e8

Pull Request: https://projects.blender.org/blender/blender/pulls/133071
2025-01-15 00:53:22 +01:00
jlalleve
2feadc623b Core: Environment variables for deployment
* BLENDER_SYSTEM_SCRIPTS support for multiple script paths, separated by
  ; on Windows and : on other platforms.
* New BLENDER_CUSTOM_SPLASH to replace the splash screen image.
* New BLENDER_CUSTOM_SPLASH_BANNER to overlay an image on the splash.

Contributed by Sony Interactive Entertainment: https://github.com/PlayStation-OpenSource
2025-01-14 20:57:31 +01:00
Hans Goudey
9dd3c64c36 Cleanup: Remove unused includes in some blenkernel files
Pull Request: https://projects.blender.org/blender/blender/pulls/133067
2025-01-14 19:55:11 +01:00
Jacques Lucke
684fd4643a Nodes: use BKE_main_ensure_invariants directly instead of ED_node_tree_propagate_change
`BKE_main_ensure_invariants` was added in 1fae5fd8f6. The older
`ED_node_tree_propagate_change` was already implemented as a thin wrapper around
`BKE_main_ensure_invariants`. This patch removes the wrapper and calls the more
general function directly.

A new overload of `BKE_main_ensure_invariants` is added for the common case when
only a single data-block has been modified.

Pull Request: https://projects.blender.org/blender/blender/pulls/133048
2025-01-14 16:26:54 +01:00
Jacques Lucke
476b7ded9e Nodes: make explicit legacy type optional
This makes specifying a legacy type for new node types optional (e.g.
`GEO_NODE_MESH_TO_CURVE`). Instead, only the `idname` is used as a stable
identifier for node types. So there is less redundancy for now.

This change helps with the decentralized definition of nodes and reduces the
number minimum number of files that need to be changed for a new node from 5 to
4. It especially helps when multiple nodes are worked on at the same time,
because the legacy type definition was very prone to have merge conflicts.

For compatibility reasons and because it's still used by existing code, the
`legacy_type` is not removed. All existing nodes keep their current
`legacy_type`. New nodes will receive an auto-incremented legacy type. It's
still necessary to give nodes unique legacy types, because some code checks if
two nodes have the same type by comparing their `legacy_type`. These types only
have to be unique at run-time though. Some randomness is used to avoid depending
on stable generated legacy types accidentally.

Pull Request: https://projects.blender.org/blender/blender/pulls/133044
2025-01-14 14:39:36 +01:00
Falk David
16e89b7366 Fix #132568: Grease Pencil: runtime error: null pointer as argument
The passed `StringRef` can be empty, so we shouldn't pass it to
`BLI_strdupn` in this case.

If an empty string is passed to either `set` function
makes sure the previous `char *` is freed and set to `nullptr`.

Pull Request: https://projects.blender.org/blender/blender/pulls/133042
2025-01-14 12:46:54 +01:00
Jacques Lucke
b32a5882c1 Cleanup: Nodes: move node class parameter out of node_type_base
The node class is hardly important enough (especially compared to the other parameters)
that it is justified to have to pass it to `node_type_base`.

Pull Request: https://projects.blender.org/blender/blender/pulls/133021
2025-01-14 11:03:28 +01:00
Campbell Barton
8460dffcbd Fix file-name sanitizing for image "Save As"
ID names of images that included slashes would attempt to write
save the image in a sub-directory based on those slashes.

Also add notes to clarify the intended use of "safe" path functions.
2025-01-14 13:49:25 +11:00
Jonas Holzman
0ee4ae89e4 UI: Capitalize default filenames from "untitled" to "Untitled"
Capitalize the default filename used for .blend files and other savable
and exportable file formats (like images, 3D formats, etc.) from
"untitled" to "Untitled".

Pull Request: https://projects.blender.org/blender/blender/pulls/132424
2025-01-13 20:06:27 +01:00
Jacques Lucke
11f20683f9 Core: support localizing data-block without owner ID
Previously, the owner-id on localized node trees, like the one created in
`GPU_material_from_nodetree` would have `bNodeTree::owner_id` set, even though
they were independent. The leads to asserts when using `BKE_id_owner_get` on the
localized node tree.

The `node_tree_localize` already took a `ID *new_owner_id` parameter. However,
if it was `nullptr` it was ignored instead actually clearing the `owner_id`.
This patch changes the parameter to `std::optional<ID *> new_owner_id`. Now,
`std::nullopt` means that the value is ignored and when `nullptr` is passed in,
the `owner_id` will be cleared on the localized tree.

Since `node_tree_localize` indirectly uses other functions, the same function
signature change is done in `BKE_libblock_copy_in_lib` and `BKE_id_copy_in_lib`.
The callers have been updated to pass in `nullopt` instead of `nullptr`.

Pull Request: https://projects.blender.org/blender/blender/pulls/133002
2025-01-13 16:46:36 +01:00
Jacques Lucke
01be014b3d Fix: add missing node tree topology cache 2025-01-13 15:06:50 +01:00
Jacques Lucke
1fae5fd8f6 Core: add concept of invariants in original DNA data
This patch adds a new `BKE_main_ensure_invariants` function. For now it only
ensures node-tree related invariants, but more may be added over time.

The already existing `ED_node_tree_propagate_change` now internally calls
`BKE_main_ensure_invariants`. We can probably remove this indirection at some
point and call the new function directly, but for now it is kept to keep this
patch small.

This is based on a recent discussion in the Core module meeting:
https://devtalk.blender.org/t/2024-12-12-core-meeting/38074

```cpp
/**
 * Makes sure that invariants in original DNA data are maintained after changes.
 *
 * This function has to be idempotent, i.e. after calling it once, additional calls should not
 * modify DNA data further. If it would, it would imply that this function does more than
 * maintaining invariants.
 *
 * This has to be called after any kind of change to original DNA data that may be involved in some
 * of the maintained invariants. It's possible to do multiple changes in a row and then fixing all
 * invariants with a single call in the end. Obviously, the invariants are not maintained in the
 * meantime then and functions relying on them might not work.
 *
 * If nothing is changed, this function does nothing and it should not be slower than checking a
 * flag on every data-block in the given bmain.
 *
 * Sometimes, it is known that only a single or very few data-blocks have been changed (e.g. when a
 * node has been inserted in a node tree). Passing in #modified_ids can speed up the function
 * because it may avoid the need to iterate over all data-blocks to find modified data-blocks.
 *
 * Examples of maintained invariants:
 * - Group nodes need to have the correct sockets based on the referenced node group.
 * - The geometry nodes modifier needs to have the correct inputs based on the referenced group.
 */
void BKE_main_ensure_invariants(Main &bmain,
                                std::optional<blender::Span<ID *>> modified_ids = std::nullopt);
```

This also adds `windowmanager` as a dependency of `blenkernel` to be able to
send notifiers.

Pull Request: https://projects.blender.org/blender/blender/pulls/132023
2025-01-13 15:03:24 +01:00
Lukas Tönne
3bdc1bfd0a Fix #131573: Ensure vertex group attributes when subdividing Grease Pencil strokes
In order to copy vertex group weights when subdividing strokes the
groups (`bDeformGroup`) must be created in advance, so that the attribute
wrappers correctly write to `CD_MDEFORMVERT` layer instead of creating simple
`CD_PROP_FLOAT` layers.

In addition the subdivision function must take care to fully write the
destination arrays, since initial values must be considered uninitialized (this
is obfuscated for simple CustomData arrays but breaks with more complex
attributes that use a buffer). In order to ensure fully defined destination
buffers without additional copies, the `finish` call to attribute writers is
postponed until the unselected attribute values have also been copied from input
buffers and all the values are properly defined.

Pull Request: https://projects.blender.org/blender/blender/pulls/132854
2025-01-13 09:45:11 +01:00
Campbell Barton
5ceaff9aa6 Fix #132976: Crash animating along a 1-segment path
The binary lookup assumed there was at least two elements in the array.
2025-01-13 16:25:52 +11:00
Sean Kim
440e87ce55 Cleanup: Reorganize hsv sort paint functions
Pull Request: https://projects.blender.org/blender/blender/pulls/132959
2025-01-13 00:04:36 +01:00
Hans Goudey
eb7df01ef3 Cleanup: Reduce unnecessary includes in curves headers
Pull Request: https://projects.blender.org/blender/blender/pulls/132925
2025-01-10 23:31:49 +01:00
Hans Goudey
d381379b47 Cleanup: Nodes: Use StringRef in a few more places
Pull Request: https://projects.blender.org/blender/blender/pulls/132923
2025-01-10 22:27:45 +01:00
Hans Goudey
be887bd37d Cleanup: Move NOD_common.h to C++ 2025-01-10 22:27:44 +01:00
Julian Eisel
4b2a4341a7 Fix #130611: Grease Pencil: Airbrush affects material of other brushes
Don't change the object's active material when adding a material slot. This
active material will be used by brushes with no pinned material, while the
added slot is meant for the pinned material.

The if-statement in `BKE_grease_pencil_object_material_ensure_from_brush()`
would change the active unpinned material, even though it was only meant to
handle the pinned material. This was not a new issue, it was just unlikely to
run into it.

Before brush assets were introduced this if-statement would not be
executed when activating any of the default brushes. Afterwards it would
be, because the material was newly linked (because the brush asset was
linked) and so there was no material slot created for it yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/132865
2025-01-10 18:09:30 +01:00
Pratik Borhade
06a2617107 Fix #100786: Collection hide viewport in properties tab
Similar to other visibility properties, include "hide_viewport" in
collection properties tab. One issue is that, when collection is
disabled, automatically parent collection is selected or tab is gone
when parent collection does not exist. The check was added in
0a903e7ab1, it doesn't seem very useful so
removed that.

Pull Request: https://projects.blender.org/blender/blender/pulls/132107
2025-01-10 14:49:43 +01:00
Hans Goudey
f2c9fccee0 Cleanup: Move legacy node integer types defines to separate header
Moving these defines to a separate header makes their "legacy" status
more obvious. This commit just adds the include wherever necessary.

Followup to 971c96a92c.

Pull Request: https://projects.blender.org/blender/blender/pulls/132875
2025-01-09 20:03:08 +01:00
Falk David
d413b0064f Cleanup: Move BKE_material.h to C++
The `BKE_material.h` is only renamed to `.hh` to preserve
the history of the file. Changes to the file are done in
the following commit.
2025-01-09 18:11:46 +01:00
Jacques Lucke
038159e96b Refactor: Nodes: improve node tree update API
Main goals of this refactor:
* Make it more obvious which update function should be used.
* Make it more obvious which parameters are required by using references instead
  of pointers.
* Support passing in multiple modified trees instead of just a single one.

No functional changes are expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/132862
2025-01-09 17:00:05 +01:00
Jacques Lucke
259c98fa72 Nodes: add utility method to check node type
The `bNode.type_legacy` is still used in many places to check if a node is a
specific type. However, going forward it's better to rely more on the idname
than on this legacy integer type. Some more information is available in #132858.

The added utility method can be used like so:
`node->is_type("GeometryNodeMenuSwitch")`. Previously one would have written
`node->type_legacy == GEO_NODE_MENU_SWITCH`. The `is_type` method internally
checks that the passed in string is a valid node identifier to make it more
likely that we catch typos early.

Pull Request: https://projects.blender.org/blender/blender/pulls/132863
2025-01-09 16:59:47 +01:00
Jacques Lucke
971c96a92c Nodes: rename integer type of nodes to type_legacy
The new description for `bNode.type_legacy`:
```
  /**
   * Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
   * does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
   * This is mainly kept for compatibility reasons.
   *
   * Currently, this type is also used in many parts of Blender, but that should slowly be phased
   * out by either relying on idnames, accessor methods like `node.is_reroute()`.
   *
   * A main benefit of this integer type over using idnames currently is that integer comparison is
   * much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
   * "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
   * types. That could mean e.g. using `ustring` for idnames (where string comparison is just
   * pointer comparison), or using a run-time generated integer that is automatically assigned when
   * node types are registered.
   */
```

Pull Request: https://projects.blender.org/blender/blender/pulls/132858
2025-01-09 15:28:57 +01:00
Jacques Lucke
0fa4c6da18 Refactor: Nodes: avoid using NOD_static_types.hh when creating node types
This removes the second to last usage of `NOD_static_types.hh` which we intend
to remove. A nice benefit is that the idname is now finally more explicit when a
node is registered. Previously it was difficult to search for the definition of
a node in the code when one had only the idname, which is the main identifier
for nodes.

The main change is in `node_type_base`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132815
2025-01-09 12:19:57 +01:00
Campbell Barton
69cc4c708d Cleanup: clarify naming & simplify "+" drawing for UV grid
- Prefer term "size" over "width" as this was used for the height.
- Simplify calculation for drawing the "+".
- Add note that the "+" is slightly off-center (ref #112653).
2025-01-09 10:06:43 +11:00
Hans Goudey
2afd946ba6 Refactor: Nodes: Move UI name out of NOD_static_types.h header
As part of an effort to remove this header, reducing the need for macro/
include magic and making node definitions more independent, move
the node UI name and description definitions to each node's file.
The UI name, description, and idname are also moved to std::string
instead of char arrays.

Similar to b43e2168e3.

Pull Request: https://projects.blender.org/blender/blender/pulls/132708
2025-01-08 18:07:11 +01:00
Hans Goudey
13b79072e2 Refactor: Nodes: Use C++ new, std::string in node/socket/tree types
Make the type structs non-trivial, use new and delete for allocation and
freeing, and use std::string for most strings they contain. Also use
StringRef instead of char pointers in a few places. Mainly this improves
ergonomics when working with the strings.

Pull Request: https://projects.blender.org/blender/blender/pulls/132750
2025-01-08 16:34:41 +01:00
Campbell Barton
7e8dcf77db Cleanup: pass UnitSettings as a const reference 2025-01-08 21:22:45 +11:00
Campbell Barton
e949ff7334 Fix unit scale use when when units were disabled
UnitSettings::scale_length was used to scale reported
values for operators (translate, shrink-fatten, voxel-size).

This isn't expected as the value isn't editable when the unit-system
is set to None.

Add BKE_unit_value_as_string_scaled utility function for clarity &
to ensure scaling is only applied when it should be.
2025-01-08 21:07:23 +11:00
Campbell Barton
361e98b09e Cleanup: move BKE_scene_unit_scale to BKE_unit_value_scale
This doesn't use any scene types, move to BKE_unit.hh
2025-01-08 21:03:50 +11:00
Campbell Barton
61a2f7a431 Cleanup: resolve check_spelling & check_licenses warnings 2025-01-08 11:31:43 +11:00
Falk David
63d3573c2b Cleanup: VSE: Rename occurences of sequence in lookup code
Rename `sequence` -> `strip` for all the lookup code for strips.
2025-01-07 17:04:00 +01:00
Falk David
32a1de9f78 Cleanup: VSE: Rename SEQ macros to STRIP
Rename `SEQ` macros (that refer to strips) to `STRIP`.
2025-01-07 17:04:00 +01:00
Falk David
ff91c27481 Cleanup: VSE: Rename SequenceType to StripType as well as flags
Rename the flags from `SEQ_TYPE_*` to `STRIP_TYPE_*`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132753
2025-01-07 16:10:36 +01:00
Falk David
82cfa92233 Cleanup: VSE: Rename seq_ functions/variables to strip_
This should only rename functions and variables that are
referring to (operations on) a single `Strip`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132748
2025-01-07 16:03:11 +01:00
Sybren A. Stüvel
446f0a806e Anim: version Actions before versioning Action Assignments
Split the versioning of legacy Actions to slotted ones into two steps:

1. Versioning the Actions themselves, in the regular versioning code
   (`do_versions_after_linking_400`). This has to happen in the 'after
   linking' stage, and not in the 'before linking' stage, as there's
   older 'after linking' code that will break when it gets fed slotted
   actions. Any ID that is using a legacy Action will get tagged.
2. Versioning Action assignments, where the correct Action Slot has to
   be chosen & assigned for each tagged ID. This has to happen in the
   `do_versions_after_setup` stage, as choosing a slot requires that the
   actions (both local & linked) have been converted already.

This also includes some necessary changes to the pre-2.50 Action versioning
code.

Note that this change does not handle library overrides. That's dealt
with in !131426.

Pull Request: https://projects.blender.org/blender/blender/pulls/131627
2025-01-07 15:35:19 +01:00
Nathan Vegdahl
2f84d20455 Anim: Fix versioning of pre-2.50 animation data
The code for converting pre-Animato actions was not getting run properly
because `chanbase` (where animation data used to be stored) was
erroneously getting cleared before the relevant versioning code was run.

The root cause was that the code checking whether an action was already
valid as a layered action or not was NOT confirming that `chanbase` was
empty as part of that check (as it is a DNA-deprecated field), which in
turn triggered code that defensively clears `chanbase` (among other
things) when an action is identified as layered.

Note that the conversion of IPO curves and other pre-Animato data
happens quite late in the versioning, even _after_ the "versioning after
linking" stage. This is not introduced in this commit, this is just to
illuminate pre-existing design that might not be entirely obvious.

Pull Request: https://projects.blender.org/blender/blender/pulls/131975
2025-01-07 15:35:09 +01:00
Falk David
8541296e9d Cleanup: VSE: Rename Strip *seq variables to strip
This only renames variables named `seq` and not other variants,
like `seq_*` or `seq1`.

Pull Request: https://projects.blender.org/blender/blender/pulls/132736
2025-01-07 14:09:45 +01:00
Philipp Oeser
5d8ba173c4 Fix #132629: Generating asset previews for grease pencil is broken
Reason is that `BKE_camera_view_frame_fit_to_scene` cannot handle grease
pencil data [it used to, that was once added in 80d0b68290 but lost in
the switch to GPv3 (see 5c57e24fea)].

So to resolve, add back support for grease pencil in
`BKE_camera_view_frame_fit_to_scene` which is similar to what we do for
getting the bounding box.

Pull Request: https://projects.blender.org/blender/blender/pulls/132733
2025-01-07 13:09:30 +01:00
Brecht Van Lommel
920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00
Campbell Barton
60e7a77184 Fix #131888: Text "Fast editing" disables fill in all modes 2025-01-07 20:47:48 +11:00
Bastien Montagne
1b82ef37be Refactor: Use ENUM_OPERATORS macro for PartialWriteContext operations enum.
Reduces slightly verbosity.

Pull Request: https://projects.blender.org/blender/blender/pulls/132710
2025-01-06 18:19:18 +01:00
Jacques Lucke
a848b376d4 Fix #132408: crash when outputting anonymous attribute from foreach zone
The issue was that the propagation of referenced anonymous attributes treated
geometry outputs of the foreach zone as "normal". That means that every
anonymous attributes referenced by the input socket would also be referenced by
the output socket.

However, just like in the repeat zone, this so called "propagate relation" needs
some special behavior, because anonymous attributes references created inside a
zone have to remain inside that zone. Instead, the output node creates a new
anonymous attribute reference that is used outside of the zone.

Note, this is the same as #132560 but also implements the right-to-left pass,
whereas before only the left-to-right pass was implemented.

Pull Request: https://projects.blender.org/blender/blender/pulls/132607
2025-01-06 18:06:20 +01:00
Jacques Lucke
c129d078f2 Fix #127721: crash when loading file with rigid body world when WITH_BULLET is off
There were two separate issues which have a very similar solution:
* When loading the .blend file, the `scene->rigid_body_world->group` collection
  pointer has to be mapped to the actual address. However, that was not done
  because `BKE_rigidbody_world_id_loop` was a stub when `WITH_BULLET` is off.
  That resulted in the collection pointer having an invalid address.
* When closing the file, there was some issue because of incomplete code for
  copying rigid body related stuff for the depsgraph and hence there was some
  unexpectedly shared ownership which leads to a use-after-free. Here the fix is
  to move the copy code out of a `#ifdef WITH_BULLET` block too.

Since none of the moved code actually needs bullet, it seems fine to move it.
The code should be exactly the same in the common case with `WITH_BULLET` is on.

Pull Request: https://projects.blender.org/blender/blender/pulls/132697
2025-01-06 18:05:25 +01:00
Brecht Van Lommel
f27cd94a0c OpenVDB: Support build without delay loading 2025-01-06 17:21:11 +01:00