This commit implements described in the #104573.
The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).
This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.
This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale
This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.
Running `make update` will initialize the local checkout to the changed
repository configuration.
Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).
Pull Request #104755
Alternatively this could use `ASSET_LIBRARY_ALL` like
`add_node_search.cc`, but then it would need a different
method for skipping duplicate local assets.
Fixes the `-Winconsistent-missing-override` warning.
In theory the `virtual` is redundant in such case, but this is how
it is done in may other areas of USD code.
Pull Request #104977
In the outliner, the icons for modifiers are tinted blue. This didn't
work for the geometry nodes modifier icon.
Defining the icon with the macro `DEF_ICON_MODIFIER` also
defines the appropriate theme color so it's now tinted blue
when drawn in the outliner like the other modifier icons.
Pull Request #104957
The check was triggering the 'this' pointer cannot be null in
well-defined C++ code
We do not check for this pointer in any other areas. If it is
needed due to possible opaque pointer cast to the check prior
to the cast.
Pull Request #104974
After rBdb87e2a638f9, two contexts were missing:
- VirtualReality, to be used in an add-on
- Constraint, used in the constraints UI
The latter was actually used without being added, which caused errors.
It was reverted in rB31a640027982.
The operator's description used a format string like:
```
BLI_sprintfN(TIP_("%s %s vertex groups of the active object"),
action_str, target_str)
```
which is almost guaranteed to be impossible to properly localize to
some languages -- I know there are a couple of issues for French
already.
So instead of hoping formatting works, write all possible strings
explicitly, even if it looks stupidly verbose.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.
(This is the corrected commit, previous one has multiple other commits merged.)
Pull Request #104964
This reverts commit 19222627c6.
Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
Currently Metal is more stable then the OpenGL backend on apple
devices. Also the Metal backend supports more features then the
OpenGL backend. For example the viewport compositor and rendering
of production files.
This has been validated with users and studios.
This patch will default to the Metal backend when starting
Blender 3.5 for the first time or when loading factory startup. It
is still possible to switch to OpenGL via the user preferences.
It will not automatically select the Metal backend when there is
already user preferences available for Blender 3.5.
This is a missing part of the Metal backend. Metal backend doesn't
support the bgl commands, but it was not possible to use the gpu
module to use scissor testing.
Without this change addon developers would not be able to migrate
their addons to support the Metal backend.
This patch adds:
- `gpu.state.scissor_set`
- `gpu.state.scissor_get`
- `gpu.state.scissor_test_set`
Fix#104911
Texture clamping is by default off, but for VDM textures this leads
to several artifacts.
- Clamping is done when the image is sampled and when the brush strenght
is applied.
- VDM textures have negative values that are lost due to clamping
when clamping during sampling.
This patch fixes this by changing the default clamping of newly
created textures to not clamp anymore.
Textures are mostly being used by sculpt brushes, where clamping is also
implemented on brush level.
Fix#104747
Regression in [0] which caused interacting with 2D gizmos not to
update 3D gizmos once the gizmo finished it's modal interaction.
This caused the cameras lens gizmo not to update when navigating using
the viewport navigation buttons.
Resolve by detecting this case and flagging other draw steps to be
updated.
[0]: fb27a9bb98
In the first loop is safe to remove the current element.
The second loop can remove any element, potentially the next.
This triggers a read after freed.
Pull Request #104897
When the new UV to legacy format conversion happens, the mesh is in
the middle of being written and is an at best "complicated", at worst
invalid state. The attribute API looks at other domains and is a bit
less forgiving in that respect, and shouldn't really be used here. Use
the CustomData API instead. Also sort the layers the same way as
b642dc7bc7.
This reverts commit 68181c2560.
I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
then changed it in the last minute to be against 3.5 via the
web-interface unaware that I shouldn't do it without updating the
patch.
Original Pull Request: #104889
Note that the node group has its sockets names
translated, while the built-in nodes don't.
So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.
Pull Request #104889
When updating a mesh, the GPU Subdivision code makes calls to
`GPU_indexbuf_bind_as_ssbo()`.
This may cause the current VAO index buffer to change due to calls from
`glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` in
`GPU_indexbuf_bind_as_ssbo()`.
The solution is to unbind the VAO (by calling `glBindVertexArray(0)`)
before creating the index buffer IBO.
Co-authored-by: Germano Cavalcante <grmncv@gmail.com>
Pull Request #104873
Fix a crash when using the Euler Filter from the Graph Editor on baked curves.
The crash happened because baked curves have no bezt array.
Skipping any curves where that was missing fixes the issue.
Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104858
According to the report it is a regression since 3.2, but it is tricky
to pin-point which exact commit caused it.
The root of the issue is that under certain circumstances frame might
be read and processed twice, depending on the order in which panels and
the main area is drawn: the footage information panel skips cache, so
it it is drawn prior to the main area it leads to 2 frame reads. Opening
the Metadata panel triggers code path which forces frame to be put to
the cache, solving the double frame read.
Solution is simple: do not skip cache when acquiring image buffer for
the footage information: the same frame will be needed for the main
area as well.
Pull Request #104860
This was broken even before 0649e63716 and was always expanding the
`Image`, not the movie clip (even if the source was set to
`CAM_BGIMG_SOURCE_MOVIE`)
Now the rule here seems to be to always expand unconditionally, so
remove checking the source and always expand image and movie clip.
Co-authored-by: Philipp Oeser <philipp@blender.org>
Pull Request #104815
Cycles uses the "split faces" mesh function to support sharp edges
and auto-smooth. However, 75ad8da1ea updated that
function to ignore the edges that are explicitly tagged as sharp and
only use the edge angle. Fix by taking the attribute into account too.
The custom data layer mappings from dfacaf4f40 were created
*before* the BMesh shape key layers were added, invalidating the BMesh
data offsets they stored. Fix by creating the mappings after all layers
have been created.
Clean up logic to make it more clear and formalize the way to choose
fixed node data type based on operation. This make possible to more
easily fix wrong node data type for color type and less than ops.
Pull Request #104617
When appending assets it often isn't expected for the asset tags and
meta-data to be included. Add an option to the append operator to
disable appending the asset data, exposing existing internal options.
When the users click the "Mark as Asset" with the mouse hover the fake
user button, the button was not refreshed. In fact, the areas are not
listening to the "NC_ID NA_EDITED", which is the signal emitted after
an asset is marked/unmarked. Because of this, the areas aren't redrawn
(especially the ID buttons).
This little patch adds the event listening for the areas where this
problem is happening node editor and properties editor.
Pull Request #104694
The active tools in `_defs_curves_sculpt` don't use names that are
exactly the same as the corresponding brush name with "builtin_brush."
at the beginning, instead they use more standard identifiers without
capitals or spaces.
The "brush_select" utility operator assumed the names matched though.
That can be fixed by manually mapping the brushes to the active tools.
Pull Request #104792
The keymap name in `WM_keymap_guess_from_context` didn't match the
name of the keymap in the Blender default keymap (`km_sculpt_curves`).
Fix by changing the utility function to match the keymap name.
Before right clicking on any tool in curves sculpt mode gave an assert,
now it shows a context menu.
Pull Request #104791
Lookup cache was not invalidated, to update attached effects position, a handle
of a input strip is touched.
To update attached effects, currently the code only does that when strip
position is changed. This is, because effect strip updating is done internally
in sequencer module code and ideally shouldn't be done at all. A TODO comment
with further explanation is added.
Avoid running out of attributes when multiple material slots use the same one.
Cleanup:
Removes the return value from drw_attributes_add_request since it shouldn't be modified afterward and it's never used.
Avoid making copies of DRW_AttributeRequest in drw_attributes_has_request.
Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request #104709
The evaluated positions cache can live longer than a specific
`CurvesGeometry`, but for only-poly curves, it pointed to the positions,
which are freed when the curves are. Instead, use the same pattern
as the evaluated offsets and don't store the positions span, just return
it when retrieving evaluated positions.
Since the menu doesn't automatically align the labels like other menus
and pulldowns in Blender, I manually made them align using the blank
icon. However the menu button would also include this blank icon now.
This is a specific fix for the 3.5 release. In the main branch I will
replace it with proper support for automatically aligning labels in such
menus.
* BLENDER_VERSION_CYCLE set to beta
* Update pipeline_config.yaml to point to 3.5 branches and svn tags
* Update and uncomment BLENDER_VERSION in download.cmake
Usually when a menu item displays an icon, we indent all other items
with an empty icon so items align nicely. Now with more built-in asset
libraries (the new "Essentials" library), this inconsistency becomes
more apparent.
Also add a separator line between the "All" asset library and the
others, makes the menu look more organized.