Looks like most of `ui_apply_but_XXX` or `ui_do_but_XXX` functions rely
on `uiHandleButtonData` (and not necessarily context).
Now the problem from a popover in `ui_but_list_row_text_activate` was
that the label button to be set in BUTTON_ACTIVATE_TEXT_EDITING for
renaming could not be found because it was using the "wrong" region from
context (`CTX_wm_region` - which still seem to point to the region the
popover was spawned from). The correct region is available in
`uiHandleButtonData` though, so now use this instead.
Not totally sure if `CTX_wm_region` should actually be correct in all
cases - which would hint at an underlying problem of not setting it
right - but since other functions rely on `uiHandleButtonData` as well,
this fix seems to make sense.
Fix should go into LTS I think.
Pull Request: https://projects.blender.org/blender/blender/pulls/114363
Use the same attribute conversion class for PBVH and regular
mesh attribute extraction. This makes the GPU formats we use
for each attribute type more explicit and centralizes the conversions
from the attribute types to the GPU types. It's also a bit more aligned
to how we could use implicit sharing for GPU vertex buffer data.
Unfortunately it isn't possible to use this same code for curves
and point clouds because they use textures for their evaluated data,
and 3-wide vectors (e.g. `float3`) aren't supported on GPUs with our
current texture abstraction. For generic attributes, the long term
approach will probably be to use an SSBO instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/114340
Ensure that on closing of the application, all pending
SafeFreeLists are released. A new change to ensure
release of SafeFreeLists was always deferred until
full completion of GPU buffers meant that a pending
MTLSafeFreeList container may not be released on
shutdown.
This change ensures that the container is fully
destructed on final shutdown.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/114532
In `shuffle_seq_time_offset_get()` code tried to check whether
`strips_to_shuffle` would overlap with each other, but this was done
incorrectly. This check relied on result of `shuffle_seq_test_overlap()`
but that function assumes, that only 1 strip of its input is transformed
by `offset`. This means, that if 2 strips are moved by same offset and
overlap is checked against each other it could result in true return
value. However this is checked in the code already by
`strips_to_shuffle.contains(seq_other)`, in which case loop continues.
This resulted in emmision of warning which was incorrect.
The issue is fixed by continuing loop if `strips_to_shuffle` contains
`seq_other` as first precondition to signify, that this is expected and
in fact inevitable case. `shuffle_seq_test_overlap()` does not check
whether 2 passed strips are equal, rather `BLI_assert` is used to
signify, that this is not valid use-case.
Since the warning can not happen, the logging was removed.
WESTON is used when WITH_UI_TESTS is enabled.
Note that the system WESTON installation can be used by setting
WESTON_BIN to a path on the users system.
Ref !114164.
User a Blender wrapper `tests/utils/blender_headless.py` to runs a
graphical instance of Blender within a headless weston compositor.
Currently only WAYLAND is supported as a back-end, support for other
platforms is possible. The tests can run from X11 since the tests don't
depend on existing instances of X11 or WAYLAND.
- Each test runs a separate headless instance of WESTON
since the overhead is minimal, this allows tests to run in parallel
without interfering with each other.
- There is a CMake option WESTON_BIN, when left empty the weston
from LIBDIR is used. Otherwise this can point to the weston binary
installed on the users system.
- In most cases simulated events are needed to implement these tests
(running blender with `--enable-event-simulate`).
- This commit adds 14 undo tests - simulating user interaction as well
as undo/redo actions, ensuring the desired result is reached.
Other kinds of UI tests could be added in the future.
Ref !114164
Makes it possible to swipe over the checkboxes used to enable or disable
catalogs in the asset catalog selector popup, to batch enable or disable
the ones dragged over.
Might also enable this feature for other cases where checkboxes are
displayed.
Fix an issue in `find_first_valid` where Nvidia would incorrectly
increment `src` after return.
This should fix the issue where some tiles would stay corrupted
until resetting EEVEE.
Initialize tiles_data in `TestAlloc` so it doesn't fail in debug builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/114550
This PR works around an issue where zero-filled motion TLAS instance descriptors can cause unexpected hangs during downstream TLAS builds on M3. Instead of zeroing the descriptor we insert an explicit "null" BLAS, achieving the same result.
Pull Request: https://projects.blender.org/blender/blender/pulls/114544
Fixes a harsh transistion between diffuse and subsurface scattering
materials in the Principled BSDF as a user increases the Subsurface
Scattering Weight from 0 to 1.
Pull Request: https://projects.blender.org/blender/blender/pulls/114500
Non-editable prop collection items would always fall back to the slower
loop in `rna_raw_access`.
This patch changes `RNA_property_collection_raw_array` to only fail with
non-editable items when intending to set values, allowing for the faster
raw array access to occur when reading values in `rna_raw_access`.
This brings the Python API `bpy_prop_collection.foreach_get` performance
of `Mesh.vertex_normals`/`polygon_normals`/`corner_normals` up to the same
speed as generic `FLOAT_VECTOR` attributes with the same domains.
Given a mesh with 393216 corners:
Using `foreach_get` with the "vector" prop and a compatible buffer object:
- Corner vector attribute: ~0.9ms
- Corner normals (before): ~7.9ms
- Corner normals (after): ~0.9ms
Using `foreach_get` with the "vector" prop and a Python list:
- Corner vector attribute: ~11.0ms
- Corner normals (before): ~18.0ms
- Corner normals (after): ~11.0ms
Pull Request: https://projects.blender.org/blender/blender/pulls/114063
Remove `Material > Shadow Mode` and use `Object > Shadow Ray Visibility`
and `Material > Transparent Shadows` instead.
The versioning system auto-updates objects/materials in EEVEE
scenes so their behavior is as close as possible to the previous one.
Update Cycles to use the native `use_transparent_shadow` property.
Note:
Material changes don't set any `recalc` flag on the objects that use
them, so the EEVEE Next shadow maps don't update when changing
settings/nodes.
Fixing this issue is required for 4.1, but it's out of the scope of this PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/113980
The compositor sometimes produces straight alpha even though
premultiplied alpha is expected. Moreover, there is an inconsistency
between the CPU and GPU compositors.
For the GPU compositor, this is because GPU textures sometimes store
straight alpha, while the compositor always expects premultiplied alpha,
so we need to premultiply the alpha in those cases.
For the CPU compositor, this is because the image operation didn't
premultiply the alpha of byte textures, so we need to ensure
premultiplied alpha in those cases.
There is a data loss issue in case of byte images, since the IMB module
unpremultiplies premultiplied images then the compositor premultiplies
it again. But this will be handled in a different patch since it require
some design and refactoring first.
Pull Request: https://projects.blender.org/blender/blender/pulls/114305
When enabling multi-frame editing, also include the current frame
as editable. Not just the selected frames in the dopesheet.
This was a regression introduced in #114283.
When click-dragging on the 'up-arrow' of the asset-shelf to show it the
first time, some resizing operation could get called before the shelf
region was initialized, leading to crash on null pointer access.
The null byte wasn't taken into account when allocating memory
to strcpy into.
The calculation to check if allocation was needed was also wrong,
causing allocation for every string.
In practice it's not so likely users would ever hit this since
the function tended to over allocate, even in the case an off by one
error occurred, in all likelihood the room would already be available.
Ref !114512