Commit Graph

221 Commits

Author SHA1 Message Date
Jacques Lucke
6a90382390 Core: support buffers larger than 2GB in .blend files
This is implements option 1 of #129309. It contains a few changes:
* Split `BHead8` into `SmallBHead8` and `LargeBHead8`. The latter is the new one
  and uses `int64_t` for array sizes instead of just `int`. That applies to to
  buffer size in bytes (`len`) and the array size (`nr`).
* The first .blend file header (the first few bytes of the file) are updated
  according to #129309.
* Support reading files with that use `BHead4`, `SmallBHead8` and `LargeBHead8`.
* New option in the preferences that controls whether new files are written with
  the older `SmallBHead8` or the new `LargeBHead8`. The new file format is
  disabled by default. Potential unofficial 32 bit builds (#67184) always write
  `BHead4`, but can read all types (in theory anyway, can't test it).

Note that there are other places in Blender that don't fully support arrays this
large. E.g. I noticed that the spreadsheet currently can't scroll all the way
down.

The experimental option can be removed once we are in the 5.0 branch, at which
point only 4.5 will be able to open the files saved with 5.0.

Co-authored-by: Bastien Montagne <bastien@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129751
2025-04-29 10:55:26 +02:00
Jeroen Bakker
a5a36b8e98 Vulkan: Remove from experimental
This changes removes Vulkan from experimental. It should be feature
parity with OpenGL with the exception of USD/Hydra.
Some backports to USD/Hydra developments are being made #133717
and should land soon.

This change only updates UI text that mentions the state of the
backend.

Thanks for the community so far for testing and reporting issues!

Pull Request: https://projects.blender.org/blender/blender/pulls/138086
2025-04-28 14:51:32 +02:00
Jeroen Bakker
171f7dcbe7 Vulkan: Show device selection in preferences
Previously the device selection was only shown when Blender was started
with the Vulkan backend. However most users don't know that this feature
exists. By also showing the device selection when the backend is changed
in the preferences, will motivate users to revisit the system tab and
see what can be selected.

Another option is to have the device selection fully working even when
running using OpenGL. Technically possible but it requires to mingle Vulkan
with OpenGL data in gpu globals.

Pull Request: https://projects.blender.org/blender/blender/pulls/137646
2025-04-17 11:55:34 +02:00
Campbell Barton
9567ac1272 Cleanup: quiet python linter warnings 2025-04-16 11:08:40 +10:00
Hans Goudey
937358d58e Point Cloud: Enable object type without experimental option
In the past couple months, the basic operations needed for a new object
type were implemented, as well as basic edit mode tools. With that, the
object type is in a good enough state that it doesn't need to be hidden
behind an experimental option. That also resolves some inconsistency,
because the object type is already created by geometry nodes and used by
importers; it's weird that you can't add it manually as original data.

This also removes the "bounds" drawing flag for the object created from
the add menu. It's unnecessary now and there was even a TODO comment.

Pull Request: https://projects.blender.org/blender/blender/pulls/137546
2025-04-15 20:08:46 +02:00
Jeroen Bakker
532ec70041 Vulkan: Update unsupported features
Vulkan backend is progressing quickly. Lately we improved the
performance and finalized OpenXR support. Removing these
unsupported/limited features from Preferences->System.

The Vulkan backend is still mentioned to be experimental. Removing it as
experimental option requires some more discussions and user feedback.
2025-04-10 16:18:57 +02:00
Campbell Barton
ef22f22c25 UI: resolve glitch where resetting the theme left the old name
Co-authored-by: quackarooni <alfonsomartzii@gmail.com>
2025-04-08 17:33:42 +10:00
Harley Acheson
a21481cbdd UI: Allow Changing Editor Outline Width
The gaps between editors need to be selected and manipulated in order
to resize areas. How wide these need to be depends on the accuracy and
resolution of your pointing device. And also on the fine motor control
and visual acuity of the user. If you are using a tablet pen, touch
device, or are visually or physically challenged, then you need these
gaps to be wider. This PR allows a wide latitude in this.

Pull Request: https://projects.blender.org/blender/blender/pulls/126334
2025-04-07 21:15:20 +02:00
Jacques Lucke
8ec9c62d3e Geometry Nodes: add Closures and Bundles behind experimental feature flag
This implements bundles and closures which are described in more detail in this
blog post: https://code.blender.org/2024/11/geometry-nodes-workshop-october-2024/

tl;dr:
* Bundles are containers that allow storing multiple socket values in a single
  value. Each value in the bundle is identified by a name. Bundles can be
  nested.
* Closures are functions that are created with the Closure Zone and can be
  evaluated with the Evaluate Closure node.

To use the patch, the `Bundle and Closure Nodes` experimental feature has to be
enabled. This is necessary, because these features are not fully done yet and
still need iterations to improve the workflow before they can be officially
released. These iterations are easier to do in `main` than in a separate branch
though. That's because this patch is quite large and somewhat prone to merge
conflicts. Also other work we want to do, depends on this.

This adds the following new nodes:
* Combine Bundle: can pack multiple values into one.
* Separate Bundle: extracts values from a bundle.
* Closure Zone: outputs a closure zone for use in the `Evaluate Closure` node.
* Evaluate Closure: evaluates the passed in closure.

Things that will be added soon after this lands:
* Fields in bundles and closures. The way this is done changes with #134811, so
  I rather implement this once both are in `main`.
* UI features for keeping sockets in sync (right now there are warnings only).

One bigger issue is the limited support for lazyness. For example, all inputs of
a Combine Bundle node will be evaluated, even if they are not all needed. The
same is true for all captured values of a closure. This is a deeper limitation
that needs to be resolved at some point. This will likely be done after an
initial version of this patch is done.

Pull Request: https://projects.blender.org/blender/blender/pulls/128340
2025-04-03 15:44:06 +02:00
Hans Goudey
835696f152 Geometry Nodes: Move import nodes out of experimental
The import nodes are considered complete enough to expose without
the experimental option. This commit removes the option so they will
be exposed in 4.5. There are still some possible future improvements,
including automatic caching, possibly exposing more input sockets,
and possibly including imported paths in the "Internal Dependencies"
panel. Those are considered non blocking though.

Pull Request: https://projects.blender.org/blender/blender/pulls/135957
2025-03-17 13:54:48 +01:00
Jeroen Bakker
32999913ef SubDiv: Enable GPU subdivision on Metal
This PR enabled GPU based subdivision on Metal.
Most work is done in #135296.

- Metal max storage bindings for compute shaders were never set.

Some performance figures: Suzanne 6 subdivision levels

| Machine         | CPU Subdivision | GPU Subdivision |
| --------------- | --------------- | --------------- |
| M1 Studio Ultra | 7fps            | 12 fps          |
| M2 Air          | 3fps            | 11 fps          |

Pull Request: https://projects.blender.org/blender/blender/pulls/135628
2025-03-11 11:12:01 +01:00
Jeroen Bakker
c7f7c03f4c Subdiv: Enable GPU subdivision on Vulkan
This PR enabled GPU subdivision on Vulkan backend. Measured
performance is slower compared to CPU on my system. But it is
expected that other bottlenecks should be solved in order to
fully benefit from this feature.

We enable it so we keep track of the performance bottlenecks.

Pull Request: https://projects.blender.org/blender/blender/pulls/135777
2025-03-11 11:08:59 +01:00
Dalai Felinto
e7214cbd31 Fix: missed point_cloud for node tools and more aggressive renaming
The issue was introduced on 1584cd9aa5 (see !134911 for details).

This fixes this and rename the remaining point_cloud from the API.
The DNA is left untouched, so users don't need to re-enable the
experimental point cloud feature.

Pull Request: https://projects.blender.org/blender/blender/pulls/134927
2025-02-24 14:43:08 +01:00
Harley Acheson
5956752eb7 UI: Themeable RedAlert, Error, Warning, Info Colors
The "Red Alert" color is currently hard-coded, which causes problems in
themes.  It also has an Enum value of 0, which precludes using this
value as "unset". We also use Error, Warning, and Info colors that are
part of the Info Editor.  This PR moves these out of the Info Editor
and into the "State" part of the theme. And then makes TH_REDALERT use
the TH_ERROR color.

Pull Request: https://projects.blender.org/blender/blender/pulls/131127
2025-02-12 20:59:47 +01:00
Campbell Barton
1a14d69498 NDOF: implement new methods to pick the orbit-center
Add support for dynamic NDOF orbit center calculation.

- When "Auto" NDOF preference is enabled:
  All visible objects in the viewport are used to calculate a
  bounding box center, if the bounds are outside the view or the center
  is behind the viewport, use a Z-Buffer test to calculate the depth in
  the middle of the region.

- When "Use Selected Items" NDOF preferences is enabled,
  calculating the bounds from the selection.

- An option to show the orbit center as a guide has also been added.

Ref !129594

Co-authored-by: Kamil Galik <kgalik@3dconnexion.com>
2025-02-06 09:54:41 +11:00
Campbell Barton
4083b9ce62 Cleanup: use a more specific name for NDOF's guide
Prepare for having a second guide (!129594).
2025-02-05 15:19:35 +11:00
Pablo Vazquez
6ea8297477 Extensions: Quick access to add-on folder
When developing and testing add-ons it can be useful to get to the
folder containing such add-on.

When Developer Extras is enabled, show a folder icon next to the
extension's path to quickly open it using the system file browser.

Also display it in the list of duplicate add-ons, if any, so user can
access them more conveniently.

Pull Request: https://projects.blender.org/blender/blender/pulls/128474
2025-01-30 11:18:53 +01:00
Campbell Barton
84c9e6e655 Cleanup: use single quotes for enums 2025-01-21 23:50:17 +11:00
Jacques Lucke
09e4747fc4 Fix: inconsistent UI in Copy on Duplicate panel in User Preferences
Generally, checkbox labels are not grayed out when they are not checked. Better
be consistent with other parts of the UI here. When I saw this, I was first
confused because it looked like I can't enable the values that are not checked.

This was introduced in #112393.

Pull Request: https://projects.blender.org/blender/blender/pulls/132180
2025-01-17 12:14:37 +01:00
Campbell Barton
481a8b67d4 PyAPI: add bpy.app.portable, derived from WITH_INSTALL_PORTABLE
Support differentiating between portable & system installations,
useful to properly locate relative paths which would not work
on system installations.

Ref !133143
2025-01-16 21:07:29 +11:00
Campbell Barton
7481355397 Cleanup: scripts, unused variables & re-declaring built-ins 2025-01-02 15:11:15 +11:00
Jonas Holzman
f6bbcaba6d UI: Improve Studio Lights Editor layout
Improve the Studio Lights Editor Preferences panel by replacing the
current column layout (which looks very horizontally compressed using
the default Preferences window size) by a grid flow layout with boxes.

Pull Request: https://projects.blender.org/blender/blender/pulls/132425
2024-12-30 00:40:07 +01:00
Aras Pranckevicius
82f0578ca3 Compositor: always use the new CPU compositor
Part of #125968: this makes the new CPU compositor always be used.

Pull Request: https://projects.blender.org/blender/blender/pulls/131783
2024-12-12 20:17:36 +01:00
Alaska
fe30aee7e7 Vulkan: Unhide from behind developer extras
The GPU backend selection menu, used to select the Vulkan backend, was
hidden behind the Developer Extras user interface option in 4.3 as
Vulkan wasn't ready for wide spread testing due to multiple
major issues.

The majority of the major issues have been fixed, and Vulkan should
safer to use.

To help encourage Vulkan testing throughout Blender 4.4's development,
this commit unhides the Vulkan backend from behind the developer extras
option.

Pull Request: https://projects.blender.org/blender/blender/pulls/131231
2024-12-05 16:15:59 +01:00
Jonas Holzman
d22ea1d80b UI: PreferenceThemeSpacePanel internal cleanup
This commit removes the deprecated `ui_delimiters` variables and
logic from `PreferenceThemeSpacePanel` which are leftovers from
the old 2.79 Preferences layout.

See: https://archive.blender.org/developer/D4148 (Preferences Redesign)

Pull Request: https://projects.blender.org/blender/blender/pulls/131390
2024-12-05 15:47:41 +01:00
Clément Foucault
3d9ffa5085 Overlay: Remove legacy option and legacy code
This simply removes the old overlay engine.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/131155
2024-12-02 19:47:55 +01:00
Clément Foucault
409012956f Overlay-Next: Enable by default and add option to enable legacy code
The legacy option is turned off by default and will be removed
in the following weeks. It is only there to check for
regression for a short period of time. Afterward checking
for regression will require to use 4.3 as a reference.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/130683
2024-11-21 18:55:39 +01:00
Jeroen Bakker
a08151f0f4 Merge branch 'blender-v4.3-release' 2024-11-05 08:07:55 +01:00
Jeroen Bakker
ca1c06e8c4 Vulkan: Hide behind developer extras
Vulkan backend selection will be hidden behind developer extras. There
are some issues which would not be inviting for users to start testing.

- Some basic functionality are not working (object selection, depth
  testing)
- NVIDIA UI artifacts are annoying and unsure where the error is.
- AMD artifacts
- Memory leaks

The backend will still be part of Blender 4.3 only hidden behind an
additional flag.

Ref: #129265, #129262, #127225, #128624, #127768, #127223
Pull Request: https://projects.blender.org/blender/blender/pulls/129799
2024-11-05 08:06:42 +01:00
Campbell Barton
1cf7781596 Cleanup: quiet Python warnings from ruff 2024-10-27 22:35:58 +11:00
Campbell Barton
9bd2e3554a Merge branch 'blender-v4.3-release' 2024-10-16 15:07:33 +11:00
Campbell Barton
c3b067dc80 Cleanup: single/double quote use in scripts 2024-10-16 14:45:08 +11:00
Sybren A. Stüvel
43d7558e5b Anim: Remove 'Slotted Actions' experimental flag
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
2024-10-15 16:29:53 +02:00
Campbell Barton
a7ab81d927 PyAPI: remove use of BaseException
BaseException was used as a catch-all in situations where it
didn't make sense and where "Exception" is more appropriate
based on Python's documentation & error checking tools,
`pylint` warns `broad-exception-caught` for e.g.

BaseException includes SystemExit, KeyboardInterrupt & GeneratorExit,
so unless the intention is to catch calls to `sys.exit(..)`,
breaking a out of a loop using Ctrl-C or generator-exit,
then it shouldn't be used.

Even then, it's preferable to catch those exceptions explicitly.
2024-10-01 13:18:46 +10:00
Pablo Vazquez
05a398cf45 UI: Preferences: Align new Editor properties
Place all Editor properties in an aligned column on top of other
more general widget properties.
2024-09-27 18:03:47 +02:00
Harley Acheson
28e5c1412e UI: Editor Edge Highlighting
Customizable highlighting of editor edges that can be used to help
differentiate between areas, indicate active area, and/or help users
with visual impairment. Can be completely removed as well. This
replaces the active area header highlighting, which doesn't work for
transparent headers.

Pull Request: https://projects.blender.org/blender/blender/pulls/116684
2024-09-26 21:55:26 +02:00
Harley Acheson
8450aa275f UI: Area Docking as Regular Feature, Not Experimental
This PR makes "Interactive Editor Docking" a regular feature, available
by default, and removes the option from Experimental Preferences.

Pull Request: https://projects.blender.org/blender/blender/pulls/127810
2024-09-24 23:23:48 +02:00
Jeroen Bakker
5c8ce24d40 Preferences: Don't show preferred device in OpenGL
When overriding the GPU backend to OpenGL from the command line the
vulkan device was still visible in the preferences. This is fixed by
testing both the active backend and the backend in the preferences to be
vulkan.
2024-09-24 09:46:40 +02:00
Jeroen Bakker
ddb2179e37 Vulkan: GPU device selection
Allows users to override the auto detection for GPU
selection. Normally the GPU selection is done by looping
over the order Vulkan provides and finding the highest
performing device based on its type (discrete, integrated,
software).

However users might have multiple discrete cards and want
to switch between them. Or developers want to validate other
GPUs without rebooting.

This PR adds the ability to override the auto detection
for the vulkan backend.

![image](/attachments/5d9198a8-af08-4eee-aa73-363edea11cd9)

**Future improvements**:
- This PR does not include a command line option. This can be added
  later for render farms.

Pull Request: https://projects.blender.org/blender/blender/pulls/127860
2024-09-23 11:18:24 +02:00
Jeroen Bakker
458faa6486 Preferences: GPU backend selection
This PR allows users to select a GPU backend.

In the system tab of the user preferences the GPU backend can be selected in the `Display Graphics` panel.
It will require a restart of Blender before the changes become effective.

During startup minimum requirements are checked. Blender will switch automatically
to OpenGL when no compatible Vulkan device could be detected. A dialog will be shown
to inform the user.

The setting of the in the `Display Graphics` panel are still overridden when blender is started
using the `--gpu-backend` option. When starting blender with `--debug-gpu` the backend
detection will print to the console.

See PR for detailed information and screenshots of the UI.

Implements #126504
Pull Request: https://projects.blender.org/blender/blender/pulls/126545
2024-09-06 08:28:41 +02:00
John Kiril Swenson
715129bf5b VSE: ability to connect and disconnect strips in the VSE.
Adds the ability to connect and disconnect strips in the VSE.

- Connected strips have an icon indicating their status, and attempting
  to select one connected strip selects all other connected strips in
  that chain.
- If the user attempts to connect a strip that is already connected to
  other strips, that strip will disconnect itself from others before
  connecting to new strips.
- Preview selection also works in bulk if multiple video strips are
  connected together in the timeline.
- When adding new strips from the Add menu or the File Browser, strips
  from the same file are connected by default. There's an option to
  turn this off in Editing > Video Sequencer user preferences.
- It is possible to individually tweak strips/handles and ignore
  connections with Alt+Click.
  - This shortcut overrides the old keymap item for "Linked Handle"
    selection. The property still exists if people want to use that
    shortcut for its old purpose.
- To make sure that connections remain valid even after duplication,
  I've added a condition to `seq_new_fix_links_recursive` that also
  updates connections using the `seq->tmp` var. (A note -- I've updated
  the comment for this field in `DNA_sequence_types.h` because the var
  is only used for duplication now. It was once present in
  `select_more_less_seq__internal` to be used for linked selection but
  is gone now).
  - There are also functions to cut one-way links and make sure that
    all strips are bidirectionally connected after duplicating.

Pull Request: https://projects.blender.org/blender/blender/pulls/124333
2024-08-22 14:54:42 +02:00
Harley Acheson
aa78d43a05 UI: Multicolor Autokeying Indicator
Show the autokeying indicator (record button) on the Timeline header in
red when enabled. With a white outline on dark theme, or with a black
outline on light theme. The red color is user changeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/126344
2024-08-16 23:16:40 +02:00
Omar Emara
f40cf759c7 Compositor: Add experimental option for new CPU compositor
This patch introduces a new experimental option for the new CPU
compositor under development. This is to make development easier such
that it happens directly in main, but the compositor is not expected to
work and will probably crash.

Pull Request: https://projects.blender.org/blender/blender/pulls/125960
2024-08-08 15:40:06 +02:00
Harley Acheson
5bf44c6eb4 UI: Text Style for Tooltips
This gives users the ability to control the size of tooltip text
separately from other text styles. This is an accessibility issue
in that users with low vision can choose to make these larger than
the working text.

Pull Request: https://projects.blender.org/blender/blender/pulls/125147
2024-07-25 19:12:41 +02:00
Dalai Felinto
13f27ea0ae Fix #122858: Core extensions report bugs to add-on repository
Core extensions should have their bugs reported as any other issue in
Blender.

This PR removes their "Rrport a Bug" link.

I left the link only for glTF since it has its own tracker. But I
wouldn't mind removing it as well.

Ref: !125218
2024-07-24 13:28:48 +10:00
Harley Acheson
108b71047a UI: Remove "Widget Label" Text Style
This PR removes the "Widget Label" text style, found in Preferences /
Themes / Text Style. This results in both labels and the text found in
input boxes sharing settings. This results in a slight loss of
customization but it isn't that useful to have these things separate
and results in code complication and errors.

Pull Request: https://projects.blender.org/blender/blender/pulls/122898
2024-07-19 21:57:49 +02:00
Harley Acheson
e802fe1433 UI: Screen Area Docking Experimental Feature
Improvements to Area maintenance, adding the ability to move and dock
areas to any location, including between multiple windows. Allows
transitioning between splitting, joining, moving, and docking without
early commit. Improved visual feedback. Design Doc #124915. Added
as experiment feature.

Pull Request: https://projects.blender.org/blender/blender/pulls/123414
2024-07-18 02:47:32 +02:00
Campbell Barton
ac6e216b26 Merge branch 'blender-v4.2-release' 2024-07-08 13:05:45 +10:00
Campbell Barton
f3630777f6 Extensions: show add-on errors in the add-ons panel
Restore the UI from 4.1. Also correct an error when extensions are
disabled.
2024-07-08 11:36:52 +10:00
Bastien Montagne
6d68f82398 Merge branch 'blender-v4.2-release' 2024-07-02 16:52:15 +02:00