5.0 STORM — Blender Today LIVE #270 Q/A
Changelog between November 11, 2025 - November 25, 2025 at 12h
364 commits in total, of which 103 are fixes, 25 refactors, and 113 cleanup.
Allow .bin files to use git lfs
- Allow .bin files to use git lfs - Julien Duroure
Anim
- 🔸 Anim: improve playback performance by threading channelbag evaluation - Christoph Lendenfeld
- 🔸 Anim: Implement move constructors for EvaluationResult - Christoph Lendenfeld
- 🔸 Anim: reserve size for evaluation result map - Christoph Lendenfeld
- 🔸 Anim: Implement custom rna string lookup function for Shapekey drivers - Christoph Lendenfeld
Assets
- 🔸 Assets: Compositor: remove Film Grain - Habib Gahbiche
- 🔸 Assets: Compositor: Fix wrong descriptions - Habib Gahbiche
Audaspace
- 🔸 Audaspace: port changes from upstream. - Jörg Müller
BLI
- BLI: support more keys in get_default_hash - Jacques Lucke
- BLI: add Set.lookup_key_or_add_cb method - Jacques Lucke
- BLI: Bounds: Add function to check segment intersection - Falk David
CMake
- CMake: Win: Support stripped pdbs for clang-cl - Ray Molenkamp
- CMake: Check for corrupted startup.blend - Ray Molenkamp
Cleanup
- Cleanup: Compositor: Rename compositing region to input region - Omar Emara
- Cleanup: Remove tiff library reference for libharu - Jesse Yurkovich
- Cleanup: Compositor: Remove unused shaders - Omar Emara
- Cleanup: Compositor: Reduce code duplication in Box and Ellipse Mask - Omar Emara
- Cleanup: Render: Remove unused xof and yof RenderResult members - Omar Emara
- Cleanup: replace GSet with Set when making override library - Jacques Lucke
- Cleanup: replace GSet with Set for BKE_main_set_create - Jacques Lucke
- Cleanup: replace GSet with Set in BKE_library_make_local - Jacques Lucke
- Cleanup: replace GSet with Set in scene objects iterator - Jacques Lucke
-
Cleanup: VSE: Add more duplication data to
StripDuplicateContext- John Kiril Swenson - Cleanup: replace GSet with Set in uvedit rip operation - Jacques Lucke
- Cleanup: replace GSet with Set in mathutils bvhtree - Jacques Lucke
- Cleanup: replace GSet with set in LibraryForeachIDData - Jacques Lucke
- Cleanup: replace GSet with Set in pbvh_bmesh_verify - Jacques Lucke
- Cleanup: GPU: Remove GPU_shadow_offset (unused) - Miguel Pozo
- Cleanup: replace GSet with Set in bmesh_intersect.cc - Jacques Lucke
- Cleanup: replace GSet with Set in loop_find_regions - Jacques Lucke
- Cleanup: replace GSet with Set in notifier queue - Jacques Lucke
- Cleanup: remove unused GSet forward declarations - Jacques Lucke
- Cleanup: replace GSet with Set in knife operation - Jacques Lucke
- Cleanup: update outdated comment - Jacques Lucke
- Cleanup: replace GSet with Set in bmesh region match - Jacques Lucke
- Cleanup: Move and rename function to retrieve multires face / vert count - Sean Kim
- Cleanup: Consolidate attribute count logic - Hans Goudey
- Cleanup: Remove paint BVH debug code - Sean Kim
- Cleanup: replace GHash with Map in mask clipboard - Jacques Lucke
- Cleanup: replace GHash with Map for softbody collider cache - Jacques Lucke
- Cleanup: replace GHash with Map in tracking_stabilize.cc - Jacques Lucke
- Cleanup: replace GHash with Map in track map - Jacques Lucke
- Cleanup: replace GHash with Map in tracking copy context - Jacques Lucke
- Cleanup: replace GHash with map in scanfill utils - Jacques Lucke
- Cleanup: replace GHash with Map in mesh knife operation - Jacques Lucke
- Cleanup: replace GHash with Map when snapping object origins - Jacques Lucke
- Cleanup: replace GHash with Map when transforming mesh elements - Jacques Lucke
- Cleanup: replace GHash with Map for freestyle node tree cache - Jacques Lucke
- Cleanup: UI: Use blender::ui::Layout references in editors\animation - Guillermo Venegas
- Cleanup: USD: Make use of newly exposed mesh validation API - Jesse Yurkovich
- Cleanup: Standardize mesh naming in realize_instances.cc - Hans Goudey
- Cleanup: UI: Use blender::ui::Layout references in some editors folders - Guillermo Venegas
- Cleanup: C++ extension for KDTree files - илья _
- Cleanup: replace GSet with Set for CacheFile handle readers - Jacques Lucke
- Cleanup: replace GHash with Map when resyncing - Jacques Lucke
- Cleanup: make format - Jacques Lucke
- Cleanup: replace GHash with Map when duplicating bmesh - Jacques Lucke
- Cleanup: replace GHash with Map in convex hull operation - Jacques Lucke
- Cleanup: replace GHash with Map in bmesh inset operation - Jacques Lucke
- Cleanup: replace GHash with Map when removing doubles - Jacques Lucke
- Cleanup: replace GHash with Map in bmesh bevel - Jacques Lucke
- Cleanup: move equality operator to correct namespace - Jacques Lucke
- Cleanup: replace GHash with Map when subdividing edge ring - Jacques Lucke
- Cleanup: replace GHash with Map in edge split operation - Jacques Lucke
- Cleanup: Use IconToggleN for filter options - Pratik Borhade
- Cleanup: replace GHash with Map in edit curve key-index-map - Jacques Lucke
- Cleanup: replace GHash with Map in bmesh region match - Jacques Lucke
- Cleanup: replace GHash with Set when collecting gizmos - Jacques Lucke
- Cleanup: replace GHash with Map in edit-source operator - Jacques Lucke
- Cleanup: replace GHash with Map when checking if array store is valid - Jacques Lucke
- Cleanup: replace GHash with Map in face-edge-map for mesh intersection - Jacques Lucke
- Cleanup: replace GHash with Map in material remap - Jacques Lucke
- Cleanup: replace GHash with Map in bmesh bevel face map. - Jacques Lucke
- Cleanup: replace GHash with Map in bmesh remap - Jacques Lucke
- Cleanup: replace GHash with Map when making mesh faces planar - Jacques Lucke
- Cleanup: replace GHash with Map in triangle-fill code - Jacques Lucke
- Cleanup: replace GHash with Map when dissolving edit bones - Jacques Lucke
- Cleanup: replace GHash with map in UndoMesh uuid map - Jacques Lucke
- Cleanup: replace GHash with Map in file list entry cache - Jacques Lucke
- Cleanup: replace GHash with Map in mesh transform - Jacques Lucke
- Cleanup: replace GHash with Map when transforming objects - Jacques Lucke
- Cleanup: replace GHash with Map for collection objects - Jacques Lucke
- Cleanup: replace GHash with Map in global preview image cache - Jacques Lucke
- Cleanup: UI: Use blender::ui::Layout references in editors/io - Guillermo Venegas
- Cleanup: replace GHash with Map in scene depsgraphs map - Jacques Lucke
- Cleanup: replace GHash with Map for nla channels - Jacques Lucke
- Cleanup: Enforce stub syntax and IMB_exr_* API prefix for IMB_exr_get_display_window() - Jonas Holzman
- Cleanup: Mesh: Deduplicate RNA array data access with attributes - Hans Goudey
- Cleanup: Use specific backing type for AttrDomainMask - Hans Goudey
- Cleanup: Attributes: Add helper function in RNA code to get name - Hans Goudey
- Cleanup: Mesh: Deduplicate attribute renaming functions in RNA - Hans Goudey
- Cleanup: Attributes: Remove DNA backing type for RNA types - Hans Goudey
- Cleanup: Mesh: Remove unnecessary RNA lookup_int functions - Hans Goudey
- Cleanup: Mesh: Use blenkernel functions for attribute index mapping - Hans Goudey
- Cleanup: Attributes: Use name retrieval helper function - Hans Goudey
- Cleanup: Mesh: Use LegacyMeshInterpolator in mesh_mirror.cc - Hans Goudey
- Cleanup: UI: Use blender::ui::Layout references in editors/mesh - Guillermo Venegas
- Cleanup: UI: Use blender::ui::Layout references in editors/object - Guillermo Venegas
- Cleanup: UI: Use blender::ui::Layout references in editors/screen - Guillermo Venegas
- Cleanup: Mesh: Separate code path for clearing expanded edit undo data - Hans Goudey
- Cleanup: Change documentation to properly capitalize 'face set' - Sean Kim
- Cleanup: UI: Use blender::ui::Layout references in editors/sculpt_paint - Guillermo Venegas
- Cleanup: GHOST: Avoid warning in Vulkan context on MacOS - Clément Foucault
- Cleanup: Metal: Avoid unused argument warning - Clément Foucault
- Cleanup: GHOST: More CLOG warning format shenanigan - Clément Foucault
- Cleanup: UI: Use blender::ui::Layout references in some editors folders - Guillermo Venegas
- Cleanup: make format - Thomas Dinges
- Cleanup: VSE Strip runtime data - Aras Pranckevicius
- Cleanup: replace GHash with Map in build modifier - Jacques Lucke
- Cleanup: UI: Use blender::ui::Layout references in editors/space_file - Guillermo Venegas
- Cleanup: replace GHash with Map in main relations - Jacques Lucke
- Cleanup: replace GHash with MultiValueMap for remove-doubles clusters - Jacques Lucke
- Cleanup: replace GHash with Map for icon mapping - Jacques Lucke
- Cleanup: replace GHash with Map when verifying aov names - Jacques Lucke
- Cleanup: replace GHash with Map for id session uid map - Jacques Lucke
- Cleanup: replace GHash with Map for object bases map - Jacques Lucke
- Cleanup: replace GHash with Map when making instances real - Jacques Lucke
- Cleanup: replace GHash with Map for vfont characters - Jacques Lucke
- Cleanup: replace GHash with Map in brna structs map - Jacques Lucke
- Cleanup: Nodes: Use Stack instead of VectorSet - Iliya Katushenock
- Cleanup: Reduce indentation in editmesh_undo.cc - Hans Goudey
- Cleanup: Simplify std::variant construction in editmesh_undo.cc - Hans Goudey
- Cleanup: Remove extra newline in GHOST timestamp warning - Sean Kim
-
Cleanup: Fix typo in
eBrushPoseDeformType- Sean Kim - Cleanup: Use utility function to lookup attribute from data PointerRNA - Hans Goudey
- Cleanup: Reduce duplication in attribute convert operator - Hans Goudey
Compositor
- Compositor: Make context IO operations display window aware - Omar Emara
- Compositor: Make Box and Ellipse masks Display Window aware - Omar Emara
- 🔸 Compositor: Make Mask node aware of Display Window - Omar Emara
- 🔸 Compositor: Make Scale node aware of Display Window - Omar Emara
- Compositor: Make Relative To Pixel node Display Window aware - Omar Emara
- Compositor: Retain Display Window during domain realization - Omar Emara
- Compositor: Add support for C++ compilation of shaders - Clément Foucault
- Compositor: OCIO: Use generated source instead of compute_source_generated - Clément Foucault
Core
- 🔸 Core: LibOverride: Add systematic hierarchy data check/fix to manual resyncs. - Bastien Montagne
- 🔸 Core: PackedData: Add sanity checks and workarounds in write code. - Bastien Montagne
- Core: PackedData: Detect and try to fix corrupted blendfiles. - Bastien Montagne
Cycles
EEVEE
- EEVEE: Assign sampler slot automatically depending on pipeline - Clément Foucault
- 🔸 EEVEE: Precompile World Material Pipelines - Jeroen Bakker
- EEVEE: Add tests for untested EEVEE-specific features - Miguel Pozo
- 🔸 EEVEE: Make light properties library overrideable - Nathan Vegdahl
- EEVEE: Add pipeline and primitive type to shader name - Clément Foucault
- 🔸 EEVEE: Make a few more light properties library overridable - Nathan Vegdahl
FBX
- 🔸 FBX: Export shape key normals - sap
- FBX I/O: update version numbers. - Bastien Montagne
Fix
- Fix: Node Wrangler: UI still mistakenly showing "Z-Combine" - quackarooni
- Fix: Build errors when FFTW is disabled - Omar Emara
- Fix: Nodes: Zone line drawing is aliased if parent frame is selected - Iliya Katushenock
- Fix: Dropping collection assets with packing applies instance offset - Julian Eisel
- Fix: Color Management: Some ACES 1.3 descriptions don't show version - Geedoubleu
- Fix: Crash rendering multiple frames from the command line - Brecht Van Lommel
- Fix: Failing test_workspace.sanity_check_storyboarding - Falk David
- Fix: Build error with python 3.13 - Ray Molenkamp
- Fix: Incorrect action reference counts after make_single_user - Viraj Bhartiya
- Fix: Add missing RNA type check assert - Julian Eisel
- Fix: BLI: bad handling of intrusive set/map slots with custom equality function - Jacques Lucke
- Fix: Selection to cursor on objects causes assert - Tariq-Sulley
- Fix: Crash from color attribute length check - Hans Goudey
- Fix: GPU: Missing compilation_worker_ null checks - Miguel Pozo
- Fix: Missing UV stretch overlay update on shape key change - Tariq-Sulley
- Fix: Uninitialized variable access in Cycles - Sergey Sharybin
- Fix: Grease Pencil operations use uninitialized memory for view positions - Lukas Tönne
- Fix: Bump subversion for fix in release branch - Julian Eisel
- Fix: Move 'Write Legacy Blend File Format' option to Debug category - Sean Kim
- Fix: Resolve uninitialized variable warning - Hans Goudey
- Fix: GPU: Broken filter of debug shader source with dual wildcard - Clément Foucault
- Fix: Vulkan: Incorrect framebuffer blit size - Jeroen Bakker
-
Fix: Avoid allocating unnecessary
BitVectorfor expand operator - Sean Kim - Fix: Build error on Linux arm64 with NEON intrinsics - Brecht Van Lommel
- Fix: Wrong sculpt paint of byte attributes with wide gamut working space - Brecht Van Lommel
- Fix: VSE Showing Z Axis Transform Constraint - Harley Acheson
- Fix: GHOST: Broken Windows Compilation - Clément Foucault
- Fix: Build: Missing osd_patch_basis.glsl source CMake declaration - Jonas Holzman
- Fix: glTF: Fix crash when GPU instancing attributes property does not exist - Julien Duroure
- Fix: glTF exporter: Fix exporting not normalized lamp - Julien Duroure
- Fix: glTF exporter: Fix lamp temperature convertion - Julien Duroure
- Fix: glTF: Fix alpha animation with KHR_animation_pointer - Julien Duroure
- Fix: glTF: Fix multiple typos / crash - Julien Duroure
- Fix: GPU: OCIO fallback compilation error in lite build - Clément Foucault
- Fix: UI: Activating modifier wrongly consumes event in some cases - Falk David
- Fix: Nodes: Dynamic labels for Combine Color shader node - Damien Picard
- Fix: Snap Base Rotates in The Opposite Direction - Tariq-Sulley
- Fix: Dangling pointers in subdiv TLS - Hans Goudey
- Fix: Curves: Transform Tools Gizmo don't use selected Bézier handles - Casey Bianco-Davis
- Fix: UI text for .blend file failures - Hans Goudey
- Fix: Incorrect HIP library load path on Linux - Andrew Marshall
- Fix: Compositor: Backward compatibility for Composite node - Habib Gahbiche
- Fix: Make first created UV map active/default - Hans Goudey
- Fix #100321: Extrude gizmo unselectable in ortho view at small scale - Tariq-Sulley
- Fix #121809: Origin can't be changed for Empty with image - Tariq-Sulley
- Fix #130465: Squash/Stretch deform for pose brush can apply NaN - Sean Kim
- Fix #131421: Modeling: Error with non-mesh object in shape key transfer - Tariq-Sulley
- Fix #136609: Crashes when texture painting non-manifold geometry - T0MIS0N
- Fix #139235: Update USD mesh export to write indexed UVs - Michael B Johnson
- Fix #139555: Broken Selection Drawing For Flat Objects In Ortho View - Tariq-Sulley
- Fix #144345: Don't put the cursor into modal mode when hovering buttons - Sebastian Parborg
- Fix #145073: Strip retiming is imprecise - Richard Antalik
- Fix #145985: Cycles: OSL Memory leak - Lukas Stockner
- Fix #146582: Retiming set speed not working correctly - Richard Antalik
-
Fix #146596: OpenGL Subprocess Compilation:
ERROR (17): SharedMemory : handle_: File exists- Miguel Pozo - Fix #147108: Lag when moving image sequence stored on network - Richard Antalik
- Fix #147356: Grease Pencil: Channel color warning when anim preference is disabled - Pratik Borhade
- Fix #147491: Performance drop in Compositor with large asset library - Julian Eisel
- Fix #147539: Ctrl middle mouse wheel on search button crashes - Julian Eisel
- Fix #147539: Ctrl middle mouse wheel on search button crashes - Julian Eisel
- Fix #147544: Crash during drawing while scene is switching - Falk David
- Fix #147705: Slider overlapping header UI - Christoph Lendenfeld
- Fix #147859: Restore normals on cancel or reset in the point to target operator - Tariq-Sulley
- Fix #148196: Realize instance attributes to curve domain - Hans Goudey
- Fix #148752: Cycles GPU rendering artifacts with OSL camera - Patrick Mours
- Fix #149039: Image datablock stuck in invalid state after FBX/OBJ import - Jesse Yurkovich
- Fix #149169: UV editor missing redraw with stretch overlay - Hans Goudey
- Fix #149249: Auto-validate meshes during Alembic import if we detect bad faces - Jesse Yurkovich
- Fix #149437: Curves Sculpt 'Smooth' mode in keymap has no effect - Viraj Bhartiya
- Fix #149591: Cycles OptiX log warning with shader raytrace - Brecht Van Lommel
- Fix #149608: Crash in Grease Pencil transform while playback is running - Falk David
- Fix #149663: Snapping fails with curve Geometry Nodes instances - Tariq-Sulley
- Fix #149670: Particle system appears after pinned to last modifier - Philipp Oeser
- Fix #149671: Tag geometry caches dirty when attribute is changed via Python - Jacques Lucke
- Fix #149673: Crash in dupli iterator depsgraph code. - Bastien Montagne
- Fix #149689: Subdiv does not propagate skin modifier data - Hans Goudey
- Fix #149724: Baking animation removes constraints from linked file - shikhin
- Fix #149735: FBX export fails on objects without animations - Aras Pranckevicius
- Fix #149743: GPU compositor crash after recent changes - Brecht Van Lommel
- Fix #149765: VSE: Editing Speed Control "Frame Number" doesn't update Preview - John Kiril Swenson
- Fix #149775: crash due when deleting rigid body object belonging to constraint - Jacques Lucke
- Fix #149795: Grab 2D Brush crashes with Use Active Vertex - Sean Kim
- Fix #149808: Add missing enumitems for display_shape - Pratik Borhade
- Fix #149837: Crash when pasting strokes in object with no materials - Falk David
- Fix #149843: Eevee Reference Spheres offset to the bottom and cropped - Philipp Oeser
- Fix #149845: Some linked objects may not be instantiated. - Bastien Montagne
- Fix #149855: Metallic BSDF physical missing working space conversion - Brecht Van Lommel
- Fix #149864: VSE "Go to Current Frame" does not use sequencer scene - Philipp Oeser
- Fix #149870: Correct inverted view aligned rotation gizmo - Tariq-Sulley
- Fix #149872: New multi scatter sky not working properly in EEVEE - Sergey Sharybin
- Fix #149883: Render image saving crash when missing look - Brecht Van Lommel
-
Fix #149885: Prevent
BKE_undosys_printfrom printing empty undo stack - YimingWu - Fix #149890: Memfile undo can get corrupted and lead to crash. - Bastien Montagne
- Fix #149905: Grease Pencil edit mode crash using uninitialized pointer - Lukas Tönne
- Fix #149924: Crash when dragging in VSE workspace - Richard Antalik
- Fix #149925: Crash rendering EEVEE + Freestyle - Brecht Van Lommel
- Fix #149926: Cannot activate tree view items using custom keymap - Julian Eisel
- Fix #149942: missing RNA defaults for FCurve modifiers - Christoph Lendenfeld
- Fix #149965: Cycles missing tangent attributes - Brecht Van Lommel
- Fix #149981: Assets: Chromatic Aberration "Center" vector type is wrong - Habib Gahbiche
- Fix #150010: VSE: Scene Sync doesn't update on mute/unmute - John Kiril Swenson
- Fix #150014: Crash in Vertex Paint after redoing mode toggle - Sean Kim
- Fix #150016: Remesh converts vertex groups to regular attributes - Philipp Oeser
- Fix #150019: EEVEE: AOV causes viewport to stop updating - Clément Foucault
- Fix #150036: FCurve normalization with preview range in empty area - Christoph Lendenfeld
- Fix #150050: EEVEE: NaN texture coordinate from Environment map - Clément Foucault
- Fix #150062: Show Sequencer Scene not enabled automatically after render - Brecht Van Lommel
- Fix #150070: Cycles not finding 'integrator_state_write_shadow_isect' - Sebastian Herholz
- Fix #150081: Regression: Assign Automatic From Bones doesn't work - Pratik Borhade
- Fix #150122: VSE: Playback controls in preview use active scene context - Falk David
- Fix #150123: Trackball rotation operator does not auto-convert spline handle type - Tariq-Sulley
- Fix #150124: Retiming strips results in incorrect speeed - Richard Antalik
- Fix #150125: bpy.ops.render.render() uses wrong frame range - Philipp Oeser
- Fix #150139: Grease Pencil: Move to layer fails with empty layer - Pratik Borhade
- Fix #150142: Crash when transforming/duplicating Grease Pencil keys - Falk David
- Fix #150150: scene.ray_cast visibility broken for non edit mode objects - Tariq-Sulley
- Fix #150165: Tree log uses incorrect socket type for conversion check - Lukas Tönne
- Fix #150166: Broken image when rendering image in VSE - Richard Antalik
- Fix #150174, #150421: Animation render console logs have less info about frame - Brecht Van Lommel
- Fix #150187: Grease Pencil: Overlay lines don't show Bézier point selection - Casey Bianco-Davis
- Fix #150191: LineArt: Guard when no target vertex group for transfer - YimingWu
- Fix #150194: Retime keys don't immediatly appear after enabling them - Pratik Borhade
- Fix #150223: Build issue with blf when WITH_HEADLESS is defined - YimingWu
- Fix #150244: Compositor Normalize node: Different results with GPU - Clément Foucault
- Fix #150246: Crash when editing text with prefetching - Richard Antalik
- Fix #150257: Sculpt Undo crashes after redoing with non-brush last step - Sean Kim
- Fix #150263: Gizmo refresh after copy/pasting objects requires notifier - Lukas Tönne
- Fix #150276: bpy.app.is_job_running('SHADER_COMPILATION') can crash in background mode - Miguel Pozo
- Fix #150303: Compositor Inpaint Node Crash - Habib Gahbiche
- Fix #150306: eevee recompiles for minor changes in normal map node - Jacques Lucke
- Fix #150322: LineArt: Prevent non-existent target vgroup from crahsing - YimingWu
- Fix #150352: Snap operators in edit mode not working for curves - Lukas Tönne
- Fix #150374: Default to opening OpenEXR files as Linear Rec.709 again - Brecht Van Lommel
- Fix #150378: Baking with cage object fails - Brecht Van Lommel
- Fix #150394: Using image mode in canvas selector causes Python error - T0MIS0N
- Fix #150426: OpenGL: Incorrect detection legacy drivers - Jeroen Bakker
- Fix #150435: Metal: Texture corruption on texture update sub - Clément Foucault
- Fix #150451: Crash when using the redo panel while using "solo" bone collection - Christoph Lendenfeld
- Fix #150483: Joining mesh objects loses some data-block options - Hans Goudey
- Fix #150492: Vertex group / color from attributes panel not active - Hans Goudey
- Fix #150524: Metadata output for 'Peak Memory' doesn't print numeric value - Sean Kim
- Fix #150534: Capture Attribute leads to a loss of ray hit info - илья _
- Fix #59216: Loop Cut preview not showing - Tariq-Sulley
- Fix (unreported) Workspace: logical mistake in switching code. - Bastien Montagne
- Fix (unreported) mistake in recent link/append instanciate changes. - Bastien Montagne
- Fix capitalization in freedesktop file - Thomas Dinges
-
Fix compiler unresolved symbol
IMB_get_exr_display_windowusing blender lite - Jaume Bellet
GPU
- GPU: Centralize and add support for wildcard in shader source debugging - Clément Foucault
- GPU: Replace non-working pragma to silence warning - Clément Foucault
- GPU: Make test shaders compile using C++ compilation - Clément Foucault
- GPU: Make GL and VK backend output resources at source location - Clément Foucault
- GPU: Parse BuiltinBits for generated source file - Clément Foucault
- GPU: Make OCIO use generated source instead of fragment_source_generated - Clément Foucault
- GPU: Use generated source API for compiling python shaders - Clément Foucault
- GPU: Parse shader resource declaration - Clément Foucault
- GPU: Add support for SRT accessors - Clément Foucault
Geometry
Geometry Nodes
- 🔸 Geometry Nodes: Change Index Switch Default - Brady Johnston
- 🔸 Geometry Nodes: Remove soft limit on topology nodes - Brady Johnston
Grease Pencil
- 🔸 Grease Pencil: Trim Tool Segment Rewrite - Casey Bianco-Davis
- 🔸 Grease Pencil: Edit mode wire color - Casey Bianco-Davis
I18N
- I18N: Updated UI translations from git/weblate repository (da6a09cad5d080). - Bastien Montagne
Images
- 🔸 Images: Support reading EXR Display Window information - Omar Emara
LLDB
- LLDB: Add support for pretty printing math vectors & matrices types - Clément Foucault
Mesh
- Mesh: Expose the find_faces_duplicate_verts validation function - Jesse Yurkovich
- 🔸 Mesh: Use attribute API for dyntopo warning - Hans Goudey
Modeling
- 🔸 Modeling: Replace Shear Offset With Angle Input - Tariq-Sulley
Nodes
OpenGL
RNA
- RNA: Use unified forward declarations section in RNA generated code - Guillermo Venegas
- RNA: support dynamic default value for string properties - Jacques Lucke
Refactor
- Refactor: Compositor: Add display info to Domain - Omar Emara
- Refactor: Node Wrangler: Move operators in separate files - Nika Kutsniashvili
- Refactor: UI: Replace uiDefBut* retval parameter with set function - Guillermo Venegas
- Refactor: Area Movement Snapping - Harley Acheson
- Refactor: Move ShaderFX header files to C++ - Guillermo Venegas
- Refactor: GPU: Remove batch compilation - Miguel Pozo
- Refactor: UI: Move uiLayout to namespace in header files - Guillermo Venegas
- Refactor: Attributes: Use strings for index lookup - Hans Goudey
- Refactor: Attributes: Inline color attribute duplication - Hans Goudey
- Refactor: Attributes: Specialize color attribute addition for mesh - Hans Goudey
- Refactor: Attributes: Consolidate color attribute lookup functions - Hans Goudey
- Refactor: Use attribute API in paint_image_proj.cc - Hans Goudey
- Refactor: Mesh: Add LegacyMeshInterpolator - Hans Goudey
- Refactor: Mesh: Various improvements to custom data operators - Hans Goudey
- Refactor: Use attribute API for alembic import - Hans Goudey
- Refactor: Mesh: Use attribute API for Freestyle mesh creation - Hans Goudey
- Refactor: Use consistent ordering for RNA attribute type checks - Hans Goudey
- Refactor: Mesh: Remove macro usage for custom data RNA - Hans Goudey
- Refactor: Mesh: Simplify attribute iterators - Hans Goudey
- Refactor: Attributes: Tweak RNA active status checks for consistency - Hans Goudey
- Refactor: Attributes: Use helper to lookup by name in RNA code - Hans Goudey
-
Refactor: Make eAlertIcon a typed enum and move it to
uinamespace - Guillermo Venegas - Refactor: Mesh: Use strings to store active UV map - Hans Goudey
- Refactor: Fix ubsan warnings related to enum bitwise not - Brecht Van Lommel
- Refactor: Simplify compacted edit mesh undo storage - Hans Goudey
Release
- Release: Update freedesktop file and installer graphics for 5.0 - Thomas Dinges
- Release: 5.0 release candidate - Thomas Dinges
Remove files not committed in right branch
- Remove files not committed in right branch - Julien Duroure
Renderdoc
- Renderdoc: Skip reinitializing when used - syzygial
Sculpt
- Sculpt: Update tooltips to propertly capitalize 'face set' - Sean Kim
- 🔸 Sculpt: Change boundary neighbor detection to include boundary edges - Sean Kim
Tests
- Tests: glTF: Add 3 scenarii (I/O/roundtrip) and 3 simple examples - Julien Duroure
UI
- 🔸 UI: Area Movement Snapping Based on Window Dimensions - Harley Acheson
- 🔸 UI: Tree View: Use Placeholder for search box - Pratik Borhade
- 🔸 UI: Add icon and placeholder to UIList search box - W_Cloud
- 🔸 UI: Project Icon - Dalai Felinto
- 🔸 UI: 3D Viewport: Add performance timing info - Falk David
USD
- 🔸 USD: Process point cloud and point instancer ID values - Jesse Yurkovich
VSE
- 🔸 VSE: Allow creating new Compositor Strip Modifier from Compositor - Ramon Klauck
- 🔸 VSE: Add option for image import type - John Kiril Swenson
Vulkan
- Vulkan: Pipeline Reduction [1/2] - Jeroen Bakker
- Vulkan: Pipelines Reduction [2/2] - Jeroen Bakker
- Vulkan: Pipeline Reduction 3 - Jeroen Bakker
- Vulkan: Log enabled workarounds - Jeroen Bakker
- Vulkan: Enable building on MacOS - Jeroen Bakker
- 🔸 Vulkan: Graphics Pipeline Libraries - Jeroen Bakker
glTF
- glTF: Cleanup - Julien Duroure
14 Comments
Hola! I think developers need to give more love to raw modeling tools (and retopo tools). Poly Build tool still feels unfinished, we have no vanilla ways to save selections (face/edge selection gets messed up with just the current Vertex group saving), inability to tweak an area without losing current selection (basically you either use your current selection or you lose it)... lots of love is required in these areas, and I think that's what would make people start with blender over 3Ds Max that's still seen as the more robust modeler.
retopo tools : extensions.blender.org/add-ons/polyquilt-fork/
Vertex groups have been superseeded by mesh attributes when it comes to storing selections. Mesh attributes can use any domain (vertex, edge, face) so any kind of selection can be stored and re-selected later without loss of information. No add-on is required, although some dedicated features would help :
I haven't tried the existing add-ons so I don't know if they address these issues.
another command to fall back to in Hotkeys? like if an addon is not installed and the command is not available, would be great to fall back to another one :p
Good evening ladies and gents.
I would like to ask whether it's just me or moving VSE modifiers to the "Properties" area was the stupidest idea in history.
Doesn't it imply people use VSE 24/7, which is simply not true?
That was rather insensitive. Also I've been an avid user of the VSE for many years and I've wanted this change for a long time. To me the Properties area is the most logical and practical place for strip properties and modifiers.
Hi Pablo, I am currently working on a project and blender just crashed. I was using Blender 5.0. now when trying to open the file from windows explorer the blender just keep crashing. if i open blender and then load the file, it loads just fine but crashes again when going to render view. Any idea what's going on?.
Hi Pablo! Hope you are doing well! Could you have UI/UX people take a look the multiple image texture node? It doesn't really have any inputs so you can't control the frame offset value without drivers which makes flipbook animation unnecessarily hard and it autoplays the frames AND if you change the amount of frames, the tedious setup keep it at one frame (for handrawn expressions and blinking and so) gets undone.
Hey Pablo, really nice to catch one of these live streams :)
Do you know why we don't have a font input on the string to curves geometry node? Not having it means users have to dig into the node tree just to change the font.
Here's a right click select request for it blender.community/c/rightclickselect/pZEX/
Hey! Love blender so much and was wondering when will we be getting deep EXR support as this has been a feature being requested for almost 3–5 years from the community and this would allow major studios to start implementing blender in their pipeline and would make blender an industry standard.
Major studios like ILM and DNEG want blender to have DEEP exrs as that's what I've heard from people that work at those studios and it would be amazing to have this very soon.
Hola Pablo! Is there anything in the works for sculpting? Is stuff like Morph Target / Shape Key Brush and Sculpt Layers something that was considered to add?
Hi Pablo, thank you for new Blender Today stream!
Hello Pablo and thank you for one more Blender Today Live. My question today is regarding AI or ML training solutions in Blender. We have started to see very interesting and usefull solutions for Houdini and Maya using Machine Learning to train operations like upresing smoke simulations, rig skin deformation, amongst other interesting tools to help speed up and improve workflows. Is Blender development working or considering developing such ML training tools to allow the users or studios to train their own models to improve workflow?
When you are in orthographic side view, the Grid is automatically subdivided when you zoom the viewport. This can be turned off by setting Subdivision = 1, in the Viewport Overlay. But, only if your Unit System is None. If you are using Metric or Imperial Unit Systems, there is no option to control Subdivision. It is posible to turn off Automatic Grid Subdivision by zooming?