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Previously, nearest interpolation filter was used for preview, because
it offered good performance and bilinear was used for rendering. This
is not always desirable behavior, so filter method can now be chosen by
user. Chosen method will be used for preview and for rendering.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12807
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Rename 'Index' Socket to 'Island Index' to make it more consistent with
'Island Count'
Differential Revision: https://developer.blender.org/D13893
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Adds a second output to the edge angle node that shows the signed angle
between the two faces, where Convex angles are positive and Concave angles
are negative. This calculation is slower than the unsigned angle, so it
was best to leave both for times where the unsigned angle will suffice.
Differential Revision: https://developer.blender.org/D13796
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Conceptually, this is the geometry that data is taken from,
not the target of an operation, so rename it from "Target"
to "Source". This was common user feedback and agreed
on in a recent sub-module meeting.
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Also ensure space at end of comment.
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Today many users seem to think the output from
this node is a single curve with multiple splines.
This patch renames the geometry output socket
from "Curves" to "Curve Instances" to avoid confusion.
Differential Revision: https://developer.blender.org/D13693
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Assert that only the file name component is passed in
since special handling for UDIM should only be applied to the file name.
Also remove an unnecessary NULL check on the filename argument.
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When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.
This addresses the issue by adding a bone opacity slider that
is used for the 'wireframe' armature drawing mode. It directly
controls the uniform opacity as a straightforward option.
Differential Revision: https://developer.blender.org/D11804
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Some recent changes re-introduced public-style doc-strings
in the source file.
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This completes 1a721c5dbec928b0e by versioning old files to correct the
region type. The "tools" region type is relatively standard for this type
of region and doesn't require any changes to the theme, unlike
the "nav bar" type, which would have been a reasonable choice.
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This implements the design detailed in T92696 to support virtual
filenames for UDIM textures. Currently, the following 2 substitution
tokens are supported:
| Token | Meaning |
| ----- | ---- |
| <UDIM> | 1001 + u-tile + v-tile * 10 |
| <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> |
Example for u-tile of 3 and v-tile of 1:
filename.<UDIM>_ver0023.png --> filename.1014_ver0023.png
filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png
For image loading, the existing workflow is unchanged. A user can select
one or more image files, belonging to one or more UDIM tile sets, and
have Blender load them all as it does today. Now the <UVTILE> format is
"guessed" just as the <UDIM> format was guessed before.
If guessing fails, the user can simply go into the Image Editor and type
the proper substitution in the filename. Once typing is complete,
Blender will reload the files and correctly fill the tiles. This
workflow is new as attempting to fix the guessing in current versions
did not really work, and the user was often stuck with a confusing
situation.
For image saving, the existing workflow is changed slightly. Currently,
when saving, a user has to be sure to type the filename of the first
tile (e.g. filename.1001.png) to save the entire UDIM set. The number
could differ if they start at a different tile etc. This is confusing.
Now, the user should type a filename containing the appropriate
substitution token. By default Blender will fill in a default name using
the <UDIM> token but the user is free to save out images using <UVTILE>
if they wish.
Differential Revision: https://developer.blender.org/D13057
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Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
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The RNA setter now ensures that driver variables are uniquely named
(within the scope of the driver).
Versioning code has been added to ensure this uniqueness. The last
variable with the non-unique name retains the original name; this
ensures that the driver will still evaluate to the same value as before
this fix.
This also introduces a new blenlib function `BLI_listbase_from_link()`,
which can be used to find the entire list from any item within the list.
Manifest Task: T94116
Reviewed By: mont29, JacquesLucke
Maniphest Tasks: T94116
Differential Revision: https://developer.blender.org/D13594
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The versioning code was accidentally put not at the very bottom.
That lead to a situation where it wasn't run on some files that happened
to be within a specific short time frame.
Since the versioning code is idempotent, it can just run again on existing
files. Therefore, this commit just moves it back to the bottom so that it
is executed on all files again.
Broken Commit: rB5b61737a8f41688699fd1d711a25b7cea86d1530.
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This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.
Notes:
This breaks forward compatibility as this node now uses data storage.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D12760
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This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
realized geometry. If the same attribute exists on the geometry and on an
instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
output points. This is necessary to make e.g. the Random Value node work
as expected afterwards.
Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.
This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.
```
1,000,000 x mesh vertex: 530 ms -> 130 ms
1,000,000 x simple cube: 1290 ms -> 190 ms
1,000,000 x point: 1000 ms -> 150 ms
1,000,000 x curve spiral: 1740 ms -> 330 ms
1,000,000 x curve line: 1110 ms -> 210 ms
10,000 x subdivided cylinder: 170 ms -> 40 ms
10 x subdivided spiral: 180 ms -> 180 ms
```
Differential Revision: https://developer.blender.org/D13446
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Since we have the overlays popover, it makes sense to allow toggling the
context path like in the 3D viewport. This commit adds a property,
and turns it on by default in existing files.
Differential Revision: https://developer.blender.org/D13248
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Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
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- Rename the Curve Parameter node to Spline Parameter.
- Add "Index on Spline" to the node. This output is the index of
the current point on it's parent spline rather than the entrire curve.
Differential Revision: https://developer.blender.org/D13275
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rB33c5e7bcd5e5b79 doversion code was incorrectly dealing with 'insert in
first position' case from older blendfiles.
Specifically, a NULL anchor is valid (it means that the new item is the
first of the stored override data, and should be inserted at start of
the list).
Reported as part of T93321.
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Conflicts:
source/blender/blenkernel/BKE_blender_version.h
source/blender/blenloader/intern/versioning_300.c
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Original implementation was a quick prototype which should have never
landed as-is in master. It had very limiting constraints and did not
allow for any real further development.
This commit fixes the internal implementation to make more sensible,
maintainable and evolutive.
NOTE: This commit introduces another forward-incompatibility in the
Blender file format: Files saved after this commit won't open properly
in older versions of blender regarding local inserted constraints or
modifiers into overrides of linked data.
NOTE: Technical details: The 'anchor' item name/index is now stored in
`subitem_reference_` members, and the actual 'source' item name/index is
stored in `subitem_local_` members of the override property operation
data.
Previously, only the `subitem_local_` members were used, storing the
anchor item name/index, and assuming the 'source' item was always the
next in the list.
Milestone I of T82160.
Maniphest Tasks: T82160
Differential Revision: https://developer.blender.org/D13282
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Caused by {rB4d09a692e22a}.
Greenlit by @sergey in chat.
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Offsets for meta strip were invalid. No steps to reproduce the issue are
available, but it is quite possible that there are files with incorrect
state after issues with meta strips were fixed.
Ensure correct offsets for meta strips in versioning code.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13257
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Now with Geometry Nodes in Blender,
trees can become much bigger than before.
This changes the minimum zoom value in the node editor.
Differential Revision: https://developer.blender.org/D13254
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This change was introduced in 997b5fe45dab, to not display pixelated
thumbnails. However when VSE timeline height is made smaller, this
limits strip height.
Change limit, so one strip can occupy full height of VSE timeline
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There were two issues:
- The third math node socket does not exist in old enough files.
- The comment incorrectly referred to the vector math node.
Differential Revision: https://developer.blender.org/D13219
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This reverts commit 6b4ca781085fecc1058566a3b51bd3536eb9d4a1.
A simpler fix was used for 3.0, but rBd845ba481c6d2ef already contained
a more complete solution to the problem of inconsistent socket ids.
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Previously, unique identifiers for sockets were created automatically,
sometimes using .001 and sometimes _001. Now they are created
manually with the second format, but some files were saved with .001
format. I think this was only an issue in the vector math node.
rBd845ba481c6d fixed this problem in 3.1, but in a more general way.
After I merge this patch to 3.1, I will revert it, since the versioning
added in that commit will make this redundant.
Differential Revision: https://developer.blender.org/D13209
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Previously both `.` and `_` were used as separators when finding
a unique name for a socket. This removes the use of `.`, since `_`
was more common. It also does versioning for all of a file's node
trees to make sure that they all use the `_` convention.
Differential Revision: https://developer.blender.org/D13181
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First this was wrong for files written in 2.93 read into blender in 3.0
after the CyclesX merge.
Then this was fixed by versioning in rB6321dd3d4007.
But this caused files written in 3.0 to have this versioning applied as
well (leading to socket shifting).
Now only do the versioning for files created before the CyclesX
merge.
Maniphest Tasks: T92979
Differential Revision: https://developer.blender.org/D13173
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CyclesX introduced two new input sockets for the Principled BSDF node in
rB08031197250a. This change is now handled in the versioning code so that
Animation data targeting those sockets are now updated.
Files created with the last Blender release (2.93) or earlier are now
correctly versioned. Files created with 3.0 alpha/beta may need to be
manually updated.
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{F11548100, size=full}
To celebrate the beginning of a new series, it feels like the right time to
give the theme a fresh look while improving on what already works.
The aim of this refresh is to keep a familiar look but with polishing touches
here and there. Like new paint on the walls of your well known house.
The theme for Blender 2.8 was well received but presented a few flaws.
* Transparency on menus and tooltips reduce readability
* Mismatch on certain colors, especially outlines of connected widgets
* Active/open menus highlight was not prominent enough
* Header background mismatch in some editors
At the same time we can make use of new features in 3.0:
* Make panels look like panels again (like in v2.3!)
* Make use of roundness in more widgets
* Since nodes are no longer hard-coded to be transparent, tweak opacity and saturation
* Tweak colors for the new dot grid
This update does not include:
* Meshes in edit mode to match greenish object-data color. This needs tweaks in the code to improve contrast.
* A copy of the Blender 2.8x legacy theme. This could be added to the community themes (shouldn't cost much maintenance, I hope)
There will be certainly small tweaks to do here and there, I've been working using this theme
for months but there can be areas that are missing update. The overall style is presented here.
This commit bumps the file subversion.
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13008
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It assumed that the last input socket was a geometry socket, but now
it is the fill caps boolean option.
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This is a followup to rB827d7e7d252d48. After this we should
be consistent everywhere with the hints in the names of geometry
sockets.
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Subdivision surface: Both geometry sockets renamed to "Mesh"
Points to Volume: Use "Points" and "Volume" names
Distribute Points on Faces: Use "Mesh" input name
These are meant to provide a hint to users which type each
node is meant to use.
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In future use cases, a volume can contain many grids that represent the
density information. In this case, it's better if the volume to mesh node
creates a mesh based on all of the grids in the volume.
This is also a benefit to share-ability, since one doesn't have to
specify the grid name in the node. Instead, in the future we can have
a way to split particular grids into separate volumes, if only one
grid should be considered.
The code changes are relatively simple:
- Move the old volume to mesh node to the legacy folder.
- Run the volume to mesh node on all instance geometry, like elsewhere.
- Make the blenkernel's volume to mesh API a bit more specific.
Differential Revision: https://developer.blender.org/D12997
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The viewer node has been expanded to have a field input next to the
geometry input. When both are connected (by ctrl+shift clicking on a node)
the spreadsheet will show the evaluated field on the geometry.
The operator to link to the viewer has become a bit smarter. It automatically
detects if it should link to the geometry or field input. In the future some more
smartness could be added, such as automatically relinking the "right" geometry
when viewing a field.
Internally, there are two major changes:
* Refactor of what happens when ctrl+shift clicking on a node to link to
a viewer. The behavior of the geometry nodes viewer is a bit more complex
than that of the compositor viewers. The behavior in compositing nodes
should not have changed. Any change should be reported as a bug (and then
we can decide if it's worse than before or if it needs fixing).
* Evaluation, display and caching of fields in the spreadsheet editor.
Differential Revision: https://developer.blender.org/D12938
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This replaces the boolean Offset input in the Set Position node with
a vector input. This makes the node easier to use. Using a "Position"
input as an "Offset" sounds wrong anyway.
The Position and Offset inputs are evaluated at the same time.
The versioning only works correctly when the Offset input was not connected
to something else before.
Differential Revision: https://developer.blender.org/D12983
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This patch renames the node "String Substring" to "Slice String"
to conform to the "verb first" naming convention.
Default length is also changed to 10 to make it easier for users
to understand what the node does.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12931
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Adds a filter popup to the header that allows specifiying which data-block
types to show. The menu automatically reflects all supported ID types, so it
shows a checkbox for materials, worlds and actions currently by default, and
all ID types with the "Extended Asset Browser" experimental feature enabled.
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