Age | Commit message (Collapse) | Author |
|
Crash would happen when a linked ID would become missing, that was
'pre-declared' and used only once as a 'weak link' in another library
stored before the one it came from.
In that case, the place-holder generated in read code would be freed in
`read_library_clear_weak_links`, when handling its 'owner' library, but
since all previous libraries in the list had already been 'lib_linked'
and their filedata (and related libmap) freed, the update of the libmaps
in `read_library_clear_weak_links` would not apply to data from those
previous libraries, leading to ID pointers there pointing to freed
memory.
This fix should also be backported to 2.93.
|
|
|
|
|
|
Add a version of #BKE_main_namemap_validate that also fixes the issues,
and call it in a do_version to fix recent .blend files saved after the
regression introduced in rB7f8d05131a77.
This is mandatory to fix some production files here at the studio, among
other things.
|
|
The Graph, Driver, and Dopesheet's (and sub modes) properties panel
(N-Panel) are now open by default. This includes the editors in the
default Animation workspace.
Note that, because the Timeline is implemented as a special mode of the
Dopesheet, switching between Timeline and Dopesheet will *not* change
the visibility of the properties panel.
Maniphest Tasks: T97980
Differential Revision: https://developer.blender.org/D14910
|
|
|
|
read/write.
Code handling read/write of libraries is still particular... but trying
to call `library_runtime_reset` on a random address at readtime was an
obvious mistake I should have caught during review :(
Regression from rB7f8d05131a77.
|
|
names/basenames/suffixes
An implementation of T73412, roughly as outlined there:
Track the names that are in use, as well as base names (before
numeric suffix) plus a bit map for each base name, indicating which
numeric suffixes are already used. This is done per-Main/Library,
per-object-type.
Timings (Windows, VS2022 Release build, AMD Ryzen 5950X):
- Scene with 10k cubes, Shift+D to duplicate them all: 8.7s -> 1.9s.
Name map memory usage for resulting 20k objects: 4.3MB.
- Importing a 2.5GB .obj file of exported Blender 3.0 splash scene
(24k objects), using the new C++ importer: 34.2s-> 22.0s. Name map
memory usage for resulting scene: 8.6MB.
- Importing Disney Moana USD scene (almost half a million objects):
56min -> 10min. Name map usage: ~100MB. Blender crashes later on
when trying to render it, in the same place in both cases, but
that's for another day.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D14162
|
|
|
|
This patch adds (selected/active) outline around a curve object in object mode.
{F13270680}
In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.
In the future the curve outline could also be enabled to improve GPU selection.
Reviewed By: dfelinto, HooglyBoogly, fclem
Maniphest Tasks: T95933
Differential Revision: https://developer.blender.org/D15308
|
|
It's helpful to make the separation of legacy data formats explicit,
because it declutters actively changed code and makes it clear which
areas do not follow Blender's current design. In this case I separated
the `MFace`/"tessface" conversion code into a separate blenkernel
.cc file and header. This also makes refactoring to remove these
functions simpler because they're easier to find.
In the future, conversions to the `MLoopUV` type and `MVert`
can be implemented here for the same reasons (see T95965).
Differential Revision: https://developer.blender.org/D15396
|
|
Adds a "Pin Scene" option to the workspace. When activated, the workspace will
remember the scene that was last activated in it, so that when switching back
to this workspace, the same scene will be reactivated. This is important for a
VSE workflow, so that users can switch between different workspaces displaying
a scene and thus a timeline for a specific task.
The option can be found in the Properties, Workspace tab. D11890 additionally
adds an icon for this to the scene switcher in the topbar.
The workspace data contains a pointer to the scene which is a UI to scene data
relation. When appending a workspace, the pointer is cleared.
Differential Revision: https://developer.blender.org/D9140
Reviewed by: Brecht Van Lommel, Bastien Montagne (no final accept, but was fine
with the general design earlier)
|
|
Issue was caused by using function `SEQ_render_give_stripelem` to obtain
first `StripElem`, but this function now takes retiming into account.
Since first element was meant to be obtained, point to it directly by
using `seq->strip->stripdata`.
|
|
|
|
Commit 302b04a5a3fc introduced new retiming system, that unified sound
pitch animation with strip speed control. Because sound playback is
handled in different way, this did not work as expected and old files
were broken. In addition animation was not copied to new property.
Revert length position and offset handling for sound strips so their
position does not change and remap fcurves to new `speed_factor`
property.
|
|
This commit contains various new features for curves sculpt mode
that have been developed in parallel.
* Selection:
* Operator to select points/curves randomly.
* Operator to select endpoints of curves.
* Operator to grow/shrink an existing selection.
* New Brushes:
* Pinch: Moves points towards the brush center.
* Smooth: Makes individual curves straight without changing the root
or tip position.
* Puff: Makes curves stand up, aligning them with the surface normal.
* Density: Add or remove curves to achieve a certain density defined
by a minimum distance value.
* Slide: Move root points on the surface.
Differential Revision: https://developer.blender.org/D15134
|
|
|
|
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.
The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).
The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.
The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.
The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.
Included in this patch:
- Snap target selection is more controllable for artist with additional
snapping options.
- Renamed a few of the snap-related functions to better reflect what
they actually do now. For example, `applySnapping` implies that this
handles the snapping, while `applyProject` implies something entirely
different is done there. However, better names would be
`applySnappingAsGroup` and `applySnappingIndividual`, respectively,
where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
the nearest target before transforming can be determined(for "Snap to
Same Object"), and so the transformation can be broken into smaller
steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
should be called "Project onto Active" instead, but that only matters
when editing multiple meshes at the same time. This patch makes this
change in the UI.
Reviewed By: Campbell Barton, Germano Cavalcante
Differential Revision: https://developer.blender.org/D14591
|
|
This patch includes the full shadow functionality for LineArt:
- Light contour and cast shadow lines.
- Lit/shaded region selection.
- Enclosed light/shadow shape calculation.
- Silhouette/anti-silhouette selection.
- Intersection priority based on shadow edge identifier.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D15109
|
|
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.
There are 2 layers of control:
Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.
To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.
Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
|
|
Since we reset the default theme for the 3.0 release, we don't need to
keep these version patches around anymore.
Ref D13131
|
|
Commit 277fa2f441f4 added channels region to unintended editors if sequencer was
used in area. This caused issues with some editors having 2 tool regions and
non functioning side panel.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15253
|
|
One case of copying image formats was not properly using BKE_image_format_copy.
To fix this for existing .blend file we need to do versioning, ensuring the curve
mapping is properly copied.
|
|
Adds an overlay option to show/hide the spline points & lines of masks in the Mask Editor.
It also moves the "smooth" option up (its position left of the selection dropdown was missleading).
{F11847272}
This emerged from a discussion in https://developer.blender.org/D12776
Differential Revision: https://developer.blender.org/D13314
|
|
This adds a new parameter to the "Combined" overlay mode of the mask editor.
The "blending factor" allows users to blend the mask exterior with the original
footage to visualise the content of the mask in a more intuitive way. The
"Alpha" overlay is unaffected by this change.
The existing "Combined" overlay is used like before (covering everything
outside the mask in black), but can be blended with the slider in the mask
overlay to look at the exterior.
This is part of an effort to make mask editing more intuitive & easy to use:
https://developer.blender.org/T93097
Differential Revision: https://developer.blender.org/D13284
|
|
|
|
Part of T98560.
See https://wiki.blender.org/wiki/Source/Interface/Views
Adds all the basic functionality needed for grid views. They display
items in a grid of rows and columns, typically with a preview image and
a label underneath. Think of the main region in the Asset Browser.
Current features:
- Active item
- Notifier listening (also added this to the tree view)
- Performance: Skip adding buttons that are not scrolled into view
(solves performance problems for big asset libraries, for example).
- Custom item size
- Preview items (items that draw a preview with a label underneath)
- Margins between items scale so the entire region width is filled with
column, rather than leaving a big empty block at the right if there's
not enough space for another column (like the File and current Asset
Browser does it).
- "Data-View Item" theme colors. Not shown in the UI yet.
No user visible changes expected since the grid views aren't used for
anything yet.
This was developed as part of a rewrite of the Asset Browser UI
(`asset-browser-grid-view` branch), see T95653. There's no reason to
keep this part in a branch, continuing development in master makes
things easier.
Grid and tree views have a lot of very similar code, so I'm planning to
unify them to a degree. I kept things separate for the start to first
find out how much and what exactly makes sense to override.
|
|
It's perfectly legal for `nmd->settings.properties` to be null if
there are no properties.
|
|
This commit ports the "Set Spline Type" node to the new curves type.
Performance should be improved in similar ways to the other refactors
from the conversion task (T95443). Converting to and from Catmull Rom
curves is now supported. There are a few cases where a lot of work can
be skipped: when the number of points doesn't change, and when the
types already match the goal type.
The refactor has a few other explicit goals as well:
- Don't count on initialization of attribute arrays when they are
first allocated.
- Avoid copying the entire data-block when possible.
- Make decisions about which attributes to copy when changing curves
more obvious.
- Use higher-level methods to copy data between curve points.
- Optimize for the common cases of single types and full selections.
- Process selected curves of the same types in the same loop.
The Bezier to NURBS conversion is written by Piotr Makal (@pmakal).
Differential Revision: https://developer.blender.org/D14769
|
|
|
|
|
|
Large blocks of versioning code should be separate to keep
`blo_do_versions_300` more readable.
|
|
This patch makes it possible to manipulate strips without need to use
update functions to recalculate effect and meta strips.
Prior to this change function `SEQ_time_update_sequence` had to be used
to update mainly effects and meta strips. This was implemented in a way
that relied on sorted list of strips, which can't always be done and in
rare cases this approach failed.
In case of meta strips, `seqbase` had to be passed and compared with
"active" one to determine whether meta strip should be updated or not.
This is especially weak system that is prone to bugs when functions are
used by python API functions.
Finally, other strip types had startdisp` and `enddisp` fields updated
by this function and a lot of code relied on these fields even if strip
start, length and offsets are available. This is completely
unnecessary.
Implemented changes:
All effects and meta strips are updated when strip handles are moved or
strip is translated, without need to call any update function.
Function `SEQ_time_update_sequence` has been split to
`SEQ_time_update_meta_strip_range` and
`seq_time_update_effects_strip_range`. These functions should be only
used within sequencer module code. Meta update is used for versioning,
which is only reason for it not being declared internally.
Sequence fields `startdisp` and `enddisp` are now only used for
effects to store strip start and end points. These fields should be
used only internally within sequencer module code.
Use function `SEQ_time_*_handle_frame_get` to get strip start and end
points.
To update effects and meta strips with reasonable performance, cache
for "parent" meta strip and attached effects is added to
`SequenceLookup` cache, so it shares invalidation mechanisms.
All caches are populated during single iteration.
There should be no functional changes.
Differential Revision: https://developer.blender.org/D14990
|
|
|
|
Mostly duplicate includes, also use nullptr, and using default
member initializers.
|
|
full scaled image isn't used anymore. It was added to use a different scale when
displaying an image in the image editor. This was replaced by the image engine
redesign.
This change will reduce complexity of {T98375}.
|
|
|
|
To clarify term still frame: This is portion of strip that displays
static image. This area can exist before or after strip movie content.
Still frames were implemented as strip property, but this was never
displayed in panel. Only way to set still frames was to drag strip
handle with mouse or using python API. This would set either
`seq->*still` or `seq->*ofs` where * stands for `start` or `end`.
When strip had offset, it can't have still frames and vice versa, but
this had to be enforced in RNA functions and everywhere in code where
these fields are set directly. Strip can not have negative offset or
negative number of still frames.
This is not very practical approach and still frames can be simply
implemented as applying negative offset. Merging these offsets would
simplify offset calculations for example in D14962 and could make it
easier to also deprecate usage `seq->*disp` and necessity to call
update functions to recalculate strip boundaries.
For users only functional change is ability to set negative strip offset
using property in side panel.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D14976
|
|
|
|
We need to ensure `Main.filepath` is consistent with the current path
where we are saving the .blend file, otherwise some path processing code
can produce invalid results (happens with e.g. the code syncing the two
path storages in Library IDs).
|
|
Properly use CLOG to report info or errors in `writefile.c`, instead of
printf's.
And remove some assert when logging error reports and the issue is not
critical.
|
|
Replace some `if/else if` chains by proper `switch` statement.
Replace some `BLI_assert(0)` calls by `BLI_assert_unreachable()` ones.
|
|
|
|
Knowing when layers are retrieved for write access will be essential
when adding proper copy-on-write support. This commit makes that
clearer by adding `const` where the retrieved data is not modified.
Ref T95842
|
|
This completes support for tiled texture packing on the Blender / Cycles
side of things.
Most of these changes fall into one of three categories:
- Updating Image handling code to pack/unpack tiled and multi-view images
- Updating Cycles to handle tiled textures through BlenderImageLoader
- Updating OSL to properly handle textures with multiple slots
Differential Revision: https://developer.blender.org/D14395
|
|
GPU code used `sz` as an abbreviation for size, as well as a few other
places. Use size where this represents a size in bytes, see: T85728.
|
|
Previously, the number of control points in a new curve was hardcoded.
Differential Revision: https://developer.blender.org/D14857
|
|
|
|
This adds an input to the Subdivision node to specify a field to use
for controling vertex creases. Common code with edge creasing was
extracted into utility functions to avoid redundancy.
Differential Revision: https://developer.blender.org/D14199
|
|
Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
|