(Probably requires ASan for a reliable crash.)
Steps to reproduce were:
* Enter Geometry Nodes Workspace
* Press "New" button in the geometry nodes editor header
* Right-click the data-block selector -> "Mark as Asset"
* Change 3D View to Asset Browser
* Create a catalog
* Drag new Geometry Nodes asset into the catalog
* Save the file
* Press Shift+A in the geometry nodes editor
There was a general issue here with keeping catalog pointers around
during the add menu building. The way it does things, catalogs may be
reloaded in between.
Since the Current File asset library isn't loaded in a separate thread,
the use-after-free would always happen in between. For other libraries
it could still happen, but apparently didn't by chance.
`GeometrySet::has()` can return an empty component. It's more convenient
if it doesn't, since other code rarely wants to access an empty component.
The alternative would be adding an `is_empty()` check in the lazy function
for the viewer node, that would work fine too, for this case.
Differential Revision: https://developer.blender.org/D16584
When combining the internal geometry component instancing (used when
the original object type doesn't match the evaluated data type) with
the "vertex dupli" instancing could cause the fix from e508de0417
to fail, because the subsequent fix from 864af51d6a popped from the
"instance generator type" stack even when there was nothing added to it
(for geometry instancing).
Currently the face set of every single face is saved for every sculpt undo step.
When only changing the face sets of a small section of the mesh, this can be quite
wasteful. It also makes face sets a special case compare to all other sculpt undo step
types, which makes the whole system more complex and harder to improve.
Fixes T101203.
Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D16224
Ref D16224
We currently check multiple dynamic attribute providers for the
attribute ID, even after it has been removed (which can free the name).
This was used as a simple way to remove multiple attributes with the
same name (dealing with name collisions). However, that doesn't happen
in practice at this point, since so much code has moved to the
attribute API which checks for it.
Since we free BMesh attributes by attempting on every domain,
sometimes the attribute wouldn't be found for a CustomData.
We avoid reallocating custom data blocks in that case, so we
need to pass the ownership of the "pool" back to the BMesh.
Wrote a new API method, BKE_pbvh_sync_visibility_from_verts
that flushes vertex hidden flags to edges & faces.
Fixes not being able to sculpt outside a face set after
undoing the fkey hide-all-but-this operator.
The refactor in f1c0249f34 incorrectly placed the material index
remapping before the transfer of generic attributes. Now that the
material index is a generic attribute, it was overwritten.
Fixes point cloud selection by using new draw call.
Reviewed By: fclem
Maniphest Tasks: T102659
Differential Revision: https://developer.blender.org/D16501
Some nodes, like Combine Color or the math nodes, label sockets
differently depending on the mode to be more descriptive.
`uiTemplateNodeView` now also uses this dynamic label rather than the
socket's name for labeling in the UI so the shown labels always match
the ones on the node itself.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16563
PaintMaskFloodMode is supposed to be an alias
of eSelectOp. paint_intern.h now includes
ED_select_utils.h and simply assigns the
relevent members of eSelectOp to PaintMaskFloodMode's
members.
If compositing uses renderlayers, and a camera was missing in the
associated scenes, the error message also referred to the scene the comp
tree was in (not the scene of the renderlayer -- which can potentionally
be different).
This was confusing and is now rectified.
Maniphest Tasks: T102514
Differential Revision: https://developer.blender.org/D16542
Always position the nodes added with the node search at the point where
the search operator was invoked by ensuring the operator context is the
main node editor region.
This was an unintended change of rBbdb57541475f, caused by the operator
now getting the cursor position in region space. So when the operator
was called from the menu, it would get the cursor position in the
region space of the menu, which lead to an offset when adding the node
since it expected the coordinates to be in the space of the node editor.
Setting the correct operator context also fixes inconsistent transform
sensitivity depending on zoom when adding nodes via the search in the
menu which has been an issue since as far back as Blender 2.79.
Also includes a small fix for the vertical offset of nodes added by the
search which varied depending on the UI scale. Same fix as in
rB998ffcbf096e.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16555
Add a new flag value `CUMA_REMOVE` to explicitly tag duplicate points
for removal. This prevents a bug where all curve points with vector
handles were deleted, when removing duplicate curve points while
updating the widget. This happened, because the flag value used to tag
points for removal was the same as the value of `CUMA_HANDLE_VECTOR`
used to store the handle type of the curve point.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16463
The 1a1341c387 made it so that when ID's path changes the ID is
tagged for the source re-evaluation. Another factor here is that
there is a code in the read file which replaces alternative path
slash with the native one.
Typically it is not a problem since IDs are re-evaluated on load,
but the movie clip has the special handling on load to calculate
the image sequence length and initialize principal point.
This change makes it so that the principal point is only reset
when the clip resolution changes. This is something which is
also useful for cases when a non-centered primncipal point is
used and someone accidentally clicks on the clip reload button.
It is not really ideal but covers most of the common cases.
Ideally the principal point will be stored in relative or
normalized space.
The remaining part is that there is now extra image sequence
length calculation after file load. This needs more careful
look.
The launcher is designed to exit as soon as possible
so there's no useless processes idling. Now when steam
launches blender with the launcher, this breaks the
time tracking steam has as the thing it just started
exits within milliseconds.
There already is some code in the launcher that makes
the launcher linger to support background mode. This
patch extends this a bit to also wait if the parent
process is steam.exe
Reviewed by: brecht lichtwerk dingto
Differential Revision: https://developer.blender.org/D16527
This code mainly tags IDs with `ID_RECALC_SOURCE` when one of their file
paths is modified by `BKE_bpath_foreach_path_id`.
In addition, a check is added to `BKE_sound_evaluate` to call similar
code as when `ID_RECALC_AUDIO` is used.
Finally, Sergey added some changes to relations buildings between
components for Sound IDs in the depsgraph, linking `PARAMETER` to
`AUDIO`.
Maniphest Tasks: T101326
Differential Revision: https://developer.blender.org/D16528
Imgaes which are render results and the like should not be considered as
unused, even if they do not have actual users.
NOTE: this does not apply to 'regular' images, which should be purged by
the recursive purge code, even if they are currently shown in an Image
Editor (this is not actual data usage).
The `animdata_filter_mask()` was not respecting the filter flag of
`ANIMFILTER_FCURVESONLY` which lead to cases when animation system
element is effectively cast from `MaskLayer*` to `FCurve*`.
The proposed solution more closely follows the GreasePencil filtering
makes it so when `ANIMFILTER_FCURVESONLY` flag is uses no mask layer
channels will be added.
Differential Revision: https://developer.blender.org/D16498
If the edge you are going to slide along is very close to in line
with the adjacent beveled edge, then there will be sharp overshoots.
There is an epsilon comparison to just abandon loop slide if this
situation is happening. That epsilon used to be 0.25 radians, but
bug T86768 complained that that value was too high, so it was changed
to .0001 radians (5 millidegrees). Now this current bug shows that
that was too aggressively small, so this change ups it by a factor
of 10, to .001 radians (5 centidegrees). All previous bug reports
remained fixed.
I18n: make a few messages translatable
* Missing Paths * in the Presets menu when no preset exists yet.
The White Noise entry in the Add Node menu is the only one lacking a "Texture" suffix, which doesn't seem justified since the node itself is already called "White Noise Texture". Rename the entry its name can be extracted and used for the node--and for consistency.
New object material node names (Principled BSDF, Material Output) come from a preset node tree. The nodes' names need to be translated after creation.
Extract the "Fallback Tool" pie menu title.
Translate grease pencil options in the viewport overlay menu.
Ref T102030.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16345
The default name when saving a screen capture in an unsaved .blend
file is "screen.<ext>". This can be translated.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16486
Also, single point cyclic Catmull Rom curves aren't evaluated properly.
Cyclic is meant to make no difference in that case. Now they correctly
evaluate to a single point.
After rB716ea1547989 the UV overlay is no longer displayed in
the UV Editor. It only appears for the Image Editor.
So restore the previous behavior, displaying the "UV shadow"
overlay in the UV editor as well.
Reviewed By: Jeroen Bakker, Germano Cavalcante
Maniphest Tasks: T92614, T100926
Differential Revision: https://developer.blender.org/D16490
When dragging out a boolean noodle, releasing and choosing
'switch > Switch' from the search popup, the code would mistakenly
search for 'Start' instead of 'Switch'.
Also the function called was not exactly the right one, leading to the
node being marked as invalid.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D16512
Mask from cavity can now pull settings from three
places: the operator properties, scene tool settings
or the brush. This is needed to make the "create mask"
button work as expected.
Previously these were only written to the console with no UI feedback
whatsoever. Just a bit nicer to give the user some info that something
went wrong.
See also T102495.
Differential Revision: https://developer.blender.org/D15732
The main problem is that the node tree was not properly updated
after a property in the tree changed. More specifically, the collection
pointer in the Collection Info node was cleared, but the node tree
was not updated after that (usually this is handled by rna updates).
Differential Revision: https://developer.blender.org/D16289