Age | Commit message (Collapse) | Author |
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Add note why translations can't be used while versioning.
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The version patch for 0cf9794c7ef0 was checking and setting a data name
using the macros for translation. These would access the current
preferences which can mismatch the ones currently being version patched.
See discussion in 0cf9794c7ef0 for details.
Don't handle translation in this version patch, which is more of a
"nice-to-have" version patch, no functionality depends on it.
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Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate
whether an image failed to load. There were three possible values
which (probably) had the following meanings:
* `0`: There was an error while loading the image. Don't try to load again.
* `1`: Default value. Try to load the image.
* `2`: The image was loaded successfully.
This image-wide flag did not make sense unfortunately, because loading
may work for some frames of an image sequence but not for others.
Remember than an image data block can also contain a movie.
The purpose of the `->ok` flag was to serve as an optimization to avoid
trying to load a file over and over again when there is an error (e.g. the
file does not exist or is invalid). To get the optimization back, the patch
is changing `MovieCache` so that it can also cache failed load attempts.
As a consequence, `ibuf` is allowed to be `NULL` in a few more places.
I added the appropriate null checks.
This also solves issues when image sequences are used with the
Image Texture node in Geometry nodes (also see D12827).
Differential Revision: https://developer.blender.org/D12957
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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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When node input sockets are animated, they target the socket by index.
As a result, animation data needs to be updated whenever new sockets are
added (except when they're added at the end of the list). The code for
this is now extracted into its own versioning function, so that it can
be used for other versioning steps as well.
No functional changes.
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Allows to avoid a global lock being held while reading files from disk,
solving performance issues when Cycles needs to read a lot of packed
images.
Simple test file F11597666
Differential Revision: https://developer.blender.org/D13032
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Ref D13053
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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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Feedback was that "Default" is a bit of a weird name, so switching it to "User
Library". Added versioning code which won't be entirely bullet proof (e.g. will
also rename libraries named "Default" by the user), but it doesn't have to be.
Addresses T90298.
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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 patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.
The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.
Differential Revision: https://developer.blender.org/D10345
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The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.
Maniphest Tasks: T90198
Differential Revision: https://developer.blender.org/D12912
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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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The epsilon was too optimistic. Snapping to hard-coded (0,-1,0) at
singularity should produce max delta 0.0005, but double it to be safe.
This only affects debug builds obviously.
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Camera, lattice and speaker object types were missing there own proper
`USER_DUP_` flags, leading to not properly handling duplication of their
object data.
NOTE: We could probably simply opions here, by using categories (like
'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is
beyond bugfix scope.
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This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai.
I updated the patches to work with `master` and with the new overlay toggle.
The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires.
Theme setting for dash opacity:
{F11370574, size=full}
{F11286177, size=full, autoplay, loop}
{F11149912, size=full}
For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes.
Reviewed By: #user_interface, HooglyBoogly
Differential Revision: https://developer.blender.org/D12886
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This commit makes the bounding box node work on each unique geometry
(including instances) individually instead of making one large bounding
box for everything. This makes the node much faster, and is often the
desired result anyway. For the old behavior, a realize instances node
can be used in front of this node (versioning adds it automatically).
The min and max outputs now only output the values from the realized
geometry.
Differential Revision: https://developer.blender.org/D12951
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The parameter is only used in an assert.
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When appending an asset from the asset browser, its asset data needs to
be cleared.
However, linking an asset (or regular append from the file browser)
should not clear such data. In linking case, it would be there again
after a blend file reload anyway.
So this commit introduces a new `BLO_LIBLINK_APPEND_ASSET_DATA_CLEAR`
option.
NOTE: in case the appended ID needs to be copied from its linked data
(instead of making the later directly local), asset data is lost anyway
since it is never copied with the ID currently.
Ref. {T91749} and D11768.
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Appended objects could be hidden, making any further operations
potentially skip the newly added objects.
Now FILE_AUTOSELECT asserts when newly added options aren't selectable.
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De-duplicates wm_append_loose_data_instantiate_object_base_instance_init
and object_base_instance_init.
Add BLO_object_instantiate_object_base_instance_init which also adds to
a collection since all callers did this.
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When the input vector gets close to -Y, y and theta becomes totally
unreliable. It is thus necessary to compute the result in a different
way based on x and z. The code already had a special case, but:
- The threshold for using the special case was way too low.
- The special case was not precise enough to extend the threshold.
- The special case math had a sign error, resulting in a jump.
This adds tests for the computation precision and fixes the issues
by adjusting the threshold, and replacing the special case with one
based on a quadratic Taylor expansion of sqrt instead of linear.
Replacing the special case fixes the bug and results in a compatibility
break, requiring versioning for the roll of affected bones.
Differential Revision: https://developer.blender.org/D9551
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'localize all' off.
In 2.93 and before, when appending wityh 'localize all' off, all linked
IDs (including indirectly linked ones) from initial library would be
made local.
In 3.0, after refactor from rB3be5ce4aad5e, only directly linked IDs
(i.e. user-selected IDs) would be made local.
This change was not intentional (result of confusing code and naming in
previous implementation), and old behavior is used in some workflows to
control which data is kept linked and which data is made local.
This commit revert to 2.93 behavior.
NOTE: there is still an (extreme) corner case where behavior is
different between 2.93 and 3.0:
If you append (at the same time) object A from LibA.blend, and object B
from LibB.blend, and object B uses somehow a material from LibA.blend:
* In 2.93, that material would have been made local (because it belonged
to one of the 'initial' libraries, even though not the initial lib of
object B).
* In 3.0, this material will remain linked, since from object B
persective it comes from a different library.
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This commit removes the implicit conversion from points to a mesh
that used to happen before the next modifier. It also removes the
implicit realizing of instances that happened before another modifier.
Now we have specific nodes for both of these operations, the
implicit conversions make less sense, and implicit instance
realizing has already been removed in other nodes.
This adds another geometry nodes modifier before modifiers that would
have realized instances implicitly before. Currently adding another
data-block during versioning after linking means that an assert needs
to be changed. That should be made unnecessary by T92333.
Differential Revision: https://developer.blender.org/D12722
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issues
Some compositing applications do not support spaces and dots in layer names, and change
these to other symbols on import. This causes various compatibility issues, including
with Cryptomatte metadata. While technically those could be considered bugs in the
Cryptomatte implementation of other software, where they are not properly accounting for
that layer renaming, it's not ideal.
The OpenEXR channel naming convention is "layer.pass.channel". We get away with dots in
the layer name since we parse this from right to left, but it's a weak assumption.
Now we don't forbid using spaces or dots, and existing files are unchanged. But at
least by default names will be compatible, and hopefully other software catches up in
time to support more flexible layer names.
Ref T68924
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Back in Blender 2.30, the GUI project brought panels into Blender among other important visual updates.
For the first time it was possible to move the wall of buttons around. Providing a clear separation
between sections (it even allowed the grouping of panels in tabs!)
During the 2.5 redesign, the separation between panels became a line on top of each panel, and panels received
theme settings for background and header colors. The default theme used the same color for both.
In 2.8 the background color of panels was different from headers in the default theme, so the separator
line was removed. While the separator line wasn't elegant (only on top, non-themeable, hard-coded emboss effect),
it provided a sort of separation between panels.
This patch solves the panels-separation by simply adding a margin space around them (not visible in default theme yet).
Even though the margin reduces the width of the working area slightly, it makes room for the upcoming always-visible scrollbars.
Other adjustments:
* Use arrow icon instead of triangle to collapse/expand
* Use rounded corners to match the rest of the UI (editor corners, nodes, etc).
{F10953929, size=full}
Margin on panels makes use of the `style->panelouter` property that hasn't been
used in a while. Also slight tweaks to `boxspace` and `templatespace` style properties so they
are multiples of 2 and operations on them round better.
There is technically no need to update the themes for them to work, so no theme changes are included in this patch.
{F10953931, size=full}
{F10953933, size=full}
{F10953934, size=full}
{F10954003, size=full}
----
A new theme setting under Style controls the roundness of all panels (added it to Style instead of ThemeSpace because I think controlling the panel roundness per editor is a bit overkill):
{F11091561, size=full, autoplay, loop}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12814
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Tools currently used by VSE don't have much useful settings, but they
use a lot of space. Therefore these headers will be hidden by default.
Property `show_region_tool_header` was added to view menu to enable tool
settings.
This could be resolved by region overlap, but it isn't working well
currently.
Differential Revision: https://developer.blender.org/D12875
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Commit 213554f24a17 added slope/offset/power controls to the sequencer
color balance modifier, but colors in this mode were not initialized
with old files.
Initialize colors to default values.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12806
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The type of the element is `short`, not `int`. Harmless since this was checking
for a specific version anyway.
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