Server application for collaborative production of 3D assets and animations.
--- blender-3.4.1/source/blender/python/intern/bpy_capi_utils.h.orig	2023-02-21 09:51:04.292177926 +0100
+++ blender-3.4.1/source/blender/python/intern/bpy_capi_utils.h	2023-02-21 09:51:39.267961175 +0100
@@ -6,9 +6,6 @@
 
 #pragma once
 
-#if PY_VERSION_HEX < 0x030a0000
-#  error "Python 3.10 or greater is required, you'll need to update your Python."
-#endif
 
 #ifdef __cplusplus
 extern "C" {


--- blender-3.4.1/CMakeLists.txt.orig	2023-02-21 09:57:13.621894957 +0100
+++ blender-3.4.1/CMakeLists.txt	2023-02-21 09:59:04.769209791 +0100
@@ -960,20 +960,6 @@
 endif()
 
 if(WITH_PYTHON)
-  # While we have this as an '#error' in 'bpy_capi_utils.h',
-  # upgrading Python tends to cause confusion for users who build.
-  # Give the error message early to make this more obvious.
-  #
-  # Do this before main 'platform_*' checks,
-  # because UNIX will search for the old Python paths which may not exist.
-  # giving errors about missing paths before this case is met.
-  if(DEFINED PYTHON_VERSION AND "${PYTHON_VERSION}" VERSION_LESS "3.10")
-    message(
-      FATAL_ERROR
-      "At least Python 3.10 is required to build, but found Python ${PYTHON_VERSION}"
-    )
-  endif()
-
   file(GLOB RESULT "${CMAKE_SOURCE_DIR}/release/scripts/addons")
   list(LENGTH RESULT DIR_LEN)
   if(DIR_LEN EQUAL 0)


--- blender-3.4.1/source/blender/python/mathutils/mathutils.c.orig	2023-02-21 10:52:24.650463493 +0100
+++ blender-3.4.1/source/blender/python/mathutils/mathutils.c	2023-02-21 10:53:40.786047731 +0100
@@ -75,8 +75,8 @@
   x = 0x345678UL;
   i = 0;
   while (--len >= 0) {
-    y = _Py_HashDouble(NULL, (double)(array[i++]));
+    y = _Py_HashDouble((double)(array[i++]));
     if (y == -1) {
       return -1;
     }


--- blender-3.4.1/source/blender/python/intern/bpy_driver.c.orig	2023-02-21 11:30:11.686585212 +0100
+++ blender-3.4.1/source/blender/python/intern/bpy_driver.c	2023-02-21 11:56:30.770353683 +0100
@@ -389,7 +389,6 @@
     OK_OP(BINARY_TRUE_DIVIDE),
     OK_OP(INPLACE_FLOOR_DIVIDE),
     OK_OP(INPLACE_TRUE_DIVIDE),
-    OK_OP(GET_LEN),
     OK_OP(INPLACE_ADD),
     OK_OP(INPLACE_SUBTRACT),
     OK_OP(INPLACE_MULTIPLY),
@@ -407,7 +406,6 @@
     OK_OP(INPLACE_OR),
     OK_OP(LIST_TO_TUPLE),
     OK_OP(RETURN_VALUE),
-    OK_OP(ROT_N),
     OK_OP(BUILD_TUPLE),
     OK_OP(BUILD_LIST),
     OK_OP(BUILD_SET),


--- blender-3.4.1/release/scripts/startup/bl_ui/space_view3d_toolbar.py.orig	2023-02-23 20:40:39.889617867 +0100
+++ blender-3.4.1/release/scripts/startup/bl_ui/space_view3d_toolbar.py	2023-02-23 21:05:42.698898588 +0100
@@ -469,68 +469,69 @@
 
         have_image = False
 
-        match getattr(mode_settings, self.canvas_source_attr_name):
-            case 'MATERIAL':
-                if len(ob.material_slots) > 1:
-                    layout.template_list(
-                        "MATERIAL_UL_matslots", "layers",
-                        ob, "material_slots",
-                        ob, "active_material_index", rows=2,
-                    )
-                mat = ob.active_material
-                if mat and mat.texture_paint_images:
-                    row = layout.row()
-                    row.template_list(
-                        "TEXTURE_UL_texpaintslots", "",
-                        mat, "texture_paint_slots",
-                        mat, "paint_active_slot", rows=2,
-                    )
-
-                    if mat.texture_paint_slots:
-                        slot = mat.texture_paint_slots[mat.paint_active_slot]
-                    else:
-                        slot = None
+        source_type = getattr(mode_settings, self.canvas_source_attr_name)
 
-                    have_image = slot is not None
-                else:
-                    row = layout.row()
-
-                    box = row.box()
-                    box.label(text="No Textures")
-
-                sub = row.column(align=True)
-                sub.operator_menu_enum("paint.add_texture_paint_slot", "type", icon='ADD', text="")
+        if source_type == 'MATERIAL':
+            if len(ob.material_slots) > 1:
+                layout.template_list(
+                    "MATERIAL_UL_matslots", "layers",
+                    ob, "material_slots",
+                    ob, "active_material_index", rows=2,
+                )
+            mat = ob.active_material
+            if mat and mat.texture_paint_images:
+                row = layout.row()
+                row.template_list(
+                    "TEXTURE_UL_texpaintslots", "",
+                    mat, "texture_paint_slots",
+                    mat, "paint_active_slot", rows=2,
+                )
 
-            case 'IMAGE':
-                mesh = ob.data
-                uv_text = mesh.uv_layers.active.name if mesh.uv_layers.active else ""
-                layout.template_ID(mode_settings, self.canvas_image_attr_name, new="image.new", open="image.open")
-                if settings.missing_uvs:
-                    layout.operator("paint.add_simple_uvs", icon='ADD', text="Add UVs")
+                if mat.texture_paint_slots:
+                    slot = mat.texture_paint_slots[mat.paint_active_slot]
                 else:
-                    layout.menu("VIEW3D_MT_tools_projectpaint_uvlayer", text=uv_text, translate=False)
-                have_image = getattr(settings, self.canvas_image_attr_name) is not None
+                    slot = None
 
-                self.draw_image_interpolation(layout=layout, mode_settings=mode_settings)
+                have_image = slot is not None
+            else:
+                row = layout.row()
 
-            case 'COLOR_ATTRIBUTE':
-                mesh = ob.data
+                box = row.box()
+                box.label(text="No Textures")
 
-                row = layout.row()
-                col = row.column()
-                col.template_list(
-                    "MESH_UL_color_attributes_selector",
-                    "color_attributes",
-                    mesh,
-                    "color_attributes",
-                    mesh.color_attributes,
-                    "active_color_index",
-                    rows=3,
-                )
+            sub = row.column(align=True)
+            sub.operator_menu_enum("paint.add_texture_paint_slot", "type", icon='ADD', text="")
 
-                col = row.column(align=True)
-                col.operator("geometry.color_attribute_add", icon='ADD', text="")
-                col.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
+        elif source_type == 'IMAGE':
+            mesh = ob.data
+            uv_text = mesh.uv_layers.active.name if mesh.uv_layers.active else ""
+            layout.template_ID(mode_settings, self.canvas_image_attr_name, new="image.new", open="image.open")
+            if settings.missing_uvs:
+                layout.operator("paint.add_simple_uvs", icon='ADD', text="Add UVs")
+            else:
+                layout.menu("VIEW3D_MT_tools_projectpaint_uvlayer", text=uv_text, translate=False)
+            have_image = getattr(settings, self.canvas_image_attr_name) is not None
+
+            self.draw_image_interpolation(layout=layout, mode_settings=mode_settings)
+
+        elif source_type == 'COLOR_ATTRIBUTE':
+            mesh = ob.data
+
+            row = layout.row()
+            col = row.column()
+            col.template_list(
+                "MESH_UL_color_attributes_selector",
+                "color_attributes",
+                mesh,
+                "color_attributes",
+                mesh.color_attributes,
+                "active_color_index",
+                rows=3,
+            )
+
+            col = row.column(align=True)
+            col.operator("geometry.color_attribute_add", icon='ADD', text="")
+            col.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
 
         if settings.missing_uvs:
             layout.separator()