No user visible changes expected.
If an asset library is located on disk, store the path to it in the
asset library data. This is called the "root path" now.
With this we can construct an asset identifier, which is introduced in
the following commit.
When reading directories recursively, the code would first only set the
file name as the relative path and then later iterate over the read files
and prepend the recursed into path, to get the complete path relative to
the recursed into directory. This isn't clear and confused me quite a
bit. And it is not compatible with what we need for creating asset
identifiers, which are introduced in the 2nd following commit.
Instead properly determine the complete relative path when initially
adding the file, and don't change it after. The asset identifier can the
be constructed properly at the time needed.
`done` was only used in one place, and `is_updating` was never read.
Generally we should avoid adding this sort of temporary data to longer
lived structs.
This commit essentially ensures before writing .blend file that only
actualy locally used linked IDs are tagged as `LIB_TAG_EXTERN` (and
therefore get a reference stored in the .blend file).
Previously, a linked ID tagged as directly linked would never get back
to the indirectly linked status. Consequence was a lot of 'needless'
references to linked data in .blend files.
This commit also introduces a new flag for lib_query ID usage types,
`IDWALK_CB_DIRECT_WEAK_LINK`, used currently for base's Object
pointer, and for LayerCollection's Collection pointer.
NOTE: A side-effect of this patch is that even IDs explicitely linked by
the user won't be kept anymore when writing files, i.e. they will not be
there anymore after a file reload, if they are not actually used.
Overhead of new process is below 0.1% in whole file saving process in
a Heist production file e.g.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16605
Retrieve and load the vertices selected/hidden state in pos_nor extraction.
Reviewed By: fclem
Maniphest Tasks: T102519
Differential Revision: https://developer.blender.org/D16594
This is usability improvement, rather than bugfix. By default, height of
VSE timeline is clamped to 7 channels, unless more are added. But adding
new strip is not intuitive, since user can't scroll up due to clamping.
Clamp timeline height to n+1 used channels, so there is always 1 free
channel visible.
`BPYGPU_IS_INIT_OR_ERROR_OBJ` is not implemented in all pygpu functions.
Instead of copying and pasting that call across the API when it has no
gpu context, override the methods with one that always reports error.
Using 32 does not make much sense, because there will be 4 remaining
padding bytes in the struct anyway. Using 64 instead does not actually
increase the size of the struct, but makes allocations less likely.
With stereoscopy enabled, sseq->multiview_eye is set to left and
right eye during drawing, but this value is not reset, even if
stereoscopy is disabled.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16639
`OldNewMap` used to have its own map implementation. Given that
the file uses C++ now, it is easy to use a C++ map implementation
instead. This simplifies the code a lot.
Going forward it might make sense to remove the `OldNewMap`
abstraction or to split it up in two (currently, `NewAddress.nr` has
two different meanings in different contexts which is confusing).
No functional changes are expected.
Differential Revision: https://developer.blender.org/D16546
Before, the frame was not created, but now if there is
a previous stroke and teh frame changed, the new keyframe
is created.
This is related to T102623
In `Orphan Data` (or `Blender File`) view, the ID pointer of the
actions's parent tree-element wasn't actually pointing to an ID, but to
the list-base containing the IDs.
Early out (with a warning) if the object or object-data to unlink the
action from is not clear.
Caused by rBb4a2096415d9.
Similar to rBe772087ed664.
Maniphest Tasks: T102797
Differential Revision: https://developer.blender.org/D16635
Before rBa8a454287a27, edge creases were copied to the result mesh as
part of `MEdge`. Now they are stored in a separate `CD_CREASE` layer,
which I mistakenly disabled for interpolation. However, to maintain
the geometry node uses a field input, remove the interpolated attribute
there.
**Empty Slot Fix**
Currently the boolean modifier transfers the default material from
meshes with no materials and empty material slots to the faces on the
base mesh. I added this in a2d59b2dac for the sake of consistency,
but the behavior is actually not useful at all. The default empty
material isn't chosen by users, it just signifies "nothing," so when
it replaces a material chosen by users, it feels like a bug.
This commit corrects that behavior by only transferring materials from
non-empty material slots. The implementation is now consistent between
exact mode of the boolean modifier and the geometry node.
**Index-Based Option**
"Index-based" is the new default material method for the boolean
modifier, to access the old behavior from before the breaking commit.
a2d59b2dac actually broke some Boolean workflows fundamentally, since
it was important to set up matching slot indices on each operand. That
isn't the cleanest workflow, and it breaks when materials change
procedurally, but historically that hasn't been a problem. The
"transfer" behavior transfers all materials except for empty slots,
but the fundamental problem is that there isn't a good way to specify
the result materials besides using the slot indices.
Even then, the transfer option is a bit more intuitive and useful for
some simpler situations, and it allows accessing the behavior that has
been in 3.2 and 3.3 for a long time, so it's also left in as an option.
The geometry node doesn't get this new option, in the hope that we'll
find a better solution in the future.
Differential Revision: https://developer.blender.org/D16187
**Empty Slot Fix**
Currently the boolean modifier transfers the default material from
meshes with no materials and empty material slots to the faces on the
base mesh. I added this in a2d59b2dac for the sake of consistency,
but the behavior is actually not useful at all. The default empty
material isn't chosen by users, it just signifies "nothing," so when
it replaces a material chosen by users, it feels like a bug.
This commit corrects that behavior by only transferring materials from
non-empty material slots. The implementation is now consistent between
exact mode of the boolean modifier and the geometry node.
**Index-Based Option**
"Index-based" is the new default material method for the boolean
modifier, to access the old behavior from before the breaking commit.
a2d59b2dac actually broke some Boolean workflows fundamentally, since
it was important to set up matching slot indices on each operand. That
isn't the cleanest workflow, and it breaks when materials change
procedurally, but historically that hasn't been a problem. The
"transfer" behavior transfers all materials except for empty slots,
but the fundamental problem is that there isn't a good way to specify
the result materials besides using the slot indices.
Even then, the transfer option is a bit more intuitive and useful for
some simpler situations, and it allows accessing the behavior that has
been in 3.2 and 3.3 for a long time, so it's also left in as an option.
The geometry node doesn't get this new option, in the hope that we'll
find a better solution in the future.
Differential Revision: https://developer.blender.org/D16187
Actually, the interpolation can be done only between keyframes different of breakdown type,
but in some cases, this is not convenient.
Now, a new option is displayed to allow the interpolation using breakdown keyframes
as interpolation extremes.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D16515