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When GPU subdivision is used, and the modifier is not set to be applied
on the cage, UV selection is not synced with the face selection in the
viewport.
This happens because the extraction, despite being in edit mode, is set
to `MESH` instead of `BMESH` (or `MAPPED` in some cases) like for CPU
subdivision, and since the mesh is not always synchrnised with the BMesh
the edit mode flags are not always updated.
With GPU subdivision, when creating the `MeshRenderData`, the condition
`has_mdata && do_final && editmesh_eval_final != editmesh_eval_cage` is
true which forces the `MESH` extraction. Following comment in D14485,
this replace the `has_mdata` in the condition with `use_mapped` which
solves the issue.
Differential Revision: https://developer.blender.org/D15248
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The old Python OBJ importer had a (somewhat confusingly named) "Keep
Vertex Order -> Poly Groups" option, that imported OBJ groups as
"vertex groups" on the resulting mesh. All vertices of any face were
assigned the vertex group, with a 1.0 weight.
The new C++ importer did not have this option. It was trying to do
something with vertex groups, but failing to actually achieve
anything :) -- the vertex groups were created on the wrong object
(later on overwritten by "nomain mesh to main mesh" operation);
vertex weights were set to 1.0/vertex_count, and each vertex was only
set to be in one group, even when it belongs to multiple faces from
different groups. End result was that to the user, vertex groups were
not visible/present at all (see T98874).
This patch adds the import option (named "Vertex Groups"), which is
off by default, and fixes the import code logic to actually do the
right thing. Tested on file from T98874; vertex groups are imported
just like with the Python importer.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15200
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Eevee rendered an empty image for aov nodes that weren't linked to
any other nodes. When connected the result was OK. The root cause was
that the AOV nodes were not marked as output node and pruned when not
connected to any other nodes. The pruning process is there to reduce
the complexity of the GLSL and improve compilation time and
execution time.
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This had to be added to the previous commit.
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Regression introduced by {rBca37654b6327}. This commit reversed the
order of loading uniforms. The bloom renderpass used the previous
loading order to overwrite an existing uniform (bloomBaseAdd).
Due to the new ordering this doesn't work anymore where the render
pass outputted an image similar to the final image. This was fixed
by loading the correct value for bloomAddBase and remove the rewrite.
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To match the existing Python .obj importer, and to make it easier for
the user to determine which object is which, use the filename for the
default object name instead of "New object".
Differential Revision: https://developer.blender.org/D15133
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This was an oversight. I checked that no other node had the same regression.
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Since the occlusion input is going to be removed in EEVEE-Next, I just
added a temporary workaround. The occlusion is passed as SSS radius
as the Specular BSDF does not use it.
The final result matches 3.1 release
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Issue is caused by an off by one error which would map some edge loops to
the loops of some the next polygon in the list of polygon, which may not
be a topological neighbor.
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On MacOS Eevee cyptomatte shaders fails as it doesn't ignore the `attrib_load`
parameter. I validated that removind the parameter works on Linux/AMD and MacOS
Intel. It could be that there are other platforms that require the dummy parameter.
If this should use a forward declaration and implement an emoty function in the
cryptomatte vertex shader.
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It's perfectly legal for `nmd->settings.properties` to be null if
there are no properties.
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The call to `get_component_for_write` would sometimes copy the mesh
even when the mesh is replaced with itself. The `replace_mesh` method
handles that case already, so just use that instead.
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Intel iGPU (HD4000) supports OpenGL 4.4 but doesn't support conservative
depth. (GL_ARB_conservative_depth). This change will only check for the
availability of the extension.
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There were two problems here:
1) Console warnings due to brush was None.
2) It was impossible to recreate a brush.
This patch fixes both issues and it is now possible to recreate any brush.
Differential Revision: https://developer.blender.org/D15213
Reviewed by: @dflelinto
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If the brush is deleted, the panel must not be filled.
To recreate the missing Brush is necessary to use `Reset All`
This fix part of T98904
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NURBS curves can be invalid when the order is less than the number
of points, or in a few other situations. Currently the evaluated data of
an invalid NURBS curve is empty. This is inconvenient because it
requires checking for empty curves when it otherwise wouldn't be
necessary. This patch replaces that fallback with copying the original
data to the evaluated points. This makes conceptual sense too, as if
the curve couldn't be evaluated-- which wouldn't necessarily delete it.
Usually the UI protects against this happening, but it's currently
possible to create an invalid curve with some operations like the
delete geometry node.
Differential Revision: https://developer.blender.org/D14837
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This fixes a mistake in 60bf561d379a, which did not account for offset
frames by the time offset modifier.
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invisible layers
Whats happening is that the modifier keeps adding new frames to the evaluated object resulting in an exponential increase. This is because when preparing the data for the modifiers we only copy visible strokes to the eval object. But the modifiers do not consider visibility and will generate the mirrored strokes even for layers that are hidden. Because those layers have not been copied (only their structure) we run into this issue.
The solution is always copy the active frame of all layers (even if the layer is hidden).
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The new OBJ importer is producing "sharp" edges on some meshes that
should be completely smooth. Only observed on UV-Sphere type meshes
so far (see T97820).
I'm not 100% sure what is the root cause, but my theory was that
maybe due to limited number of float digits that are printed for
vertex normals in the file, the normals that are read in are not
always exactly 1.0 length. And then the Blender's "set custom loop
normals" function (which expects normalized inputs) wrongly marks
some edges as sharp.
Adding explicit normalization for the normals that are read from the
file fixes the wrongly-sharp edges in test cases from T97820. I
have not observed measurable performance impact in importing large
models (e.g. 6-level subdivided Monkey) that contain vertex normals.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15202
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The importer was not doing a notification that the scene has changed, so
the bottom status bar scene stats info was not updated right after the
new OBJ import.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D15015
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Re-organize de-selection so that there is less conflict between tracking
and masking operators.
Still not fully ideal: the LMB selection does not de-select everything
now since the `mask.select` with `deselect_all` is only added to the
keymap when the RMB is the select mouse. While this is sub-optimal, this
seems to be how mask selection behaved in the Image Editor in 3.1.
Not sure it worth looking into a more complete fix, as it will likely be
too big to be safe for a corrective release.
Differential Revision: https://developer.blender.org/D15183
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The comparison between dot products of each point of the poly were
not taking into consideration negative values. FLT_MIN was used rather
than -FLT_MAX due to a misunderstanding of the FLT_MIN definition.
Maniphest Tasks: T98718
Differential Revision: https://developer.blender.org/D15161
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When searching for the active NLA strip, avoid overwriting the found strip
pointer with NULL if it was already found in a previous iteration.
The active strip is searched for while looping over the NLA tracks. If the
active strip was found on a previous track, and not on the current track,
this would effectively set `actstrip = NULL`. This is now avoided.
Another benefit is that the search for the active strip is stopped as soon
as it's found, which should increase performance a tiny bit.
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The `update_active_strip_from_listbase()` function took meta-strips in
the "source" list into account, but didn't recurse into the
corresponding meta-strip of the "destination" list. This is now fixed.
`update_active_strip_from_listbase()` needed a few changes to resolve
the issue:
- It was renamed to `find_active_strip_from_listbase()` to limit its
reponsibility to just finding the active strip. It now leaves the
assignment to the caller. This reduces the number of parameters by 1
and makes recursion simpler.
- The destination strips are now, like the source strips, passed as
`ListBase`, so that both source & dest can be recursed simultaneously.
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This issue was only exposed by ba49345705a3. The ID pointer of the
material's parent tree-element wasn't actually pointing to an ID, but to
the list-base containing the IDs. It was just unlikely to cause issues
in practice, although an assert was thrown.
Just don't do anything if the object or object-data to unlink the
material from could not be found. The following commit will introduce a
error message about this.
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Instancing with geometry nodes uses just the evaluated Mesh, and ignores the
Object that it came from. That meant that it would try to look up the subsurf
modifier on the instancer object which does not have the subsurf modifier.
Instead of storing a session UUID and looking up the modifier data, store a
point to the subsurf modifier runtime data. Unlike the modifier data, this
runtime data is preserved across depsgraph CoW. It must be for the subdiv
descriptor contained in it to stay valid along with the draw cache.
As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime
data, reducing memory usage for meshes not using subdivision surfaces.
Also fixes T98693, issues with subdivision level >= 8 due to integer overflow.
Differential Revision: https://developer.blender.org/D15184
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The value of disabled buttons shouldn't be changed through dropping onto
it. Check for the disabled state in the drop operator poll, so the
dragging code will change the cursor to show that dropping isn't
possible at the given cursor location.
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This could spam the console with errors (potentionally slowing down in
cases).
Was added in rBeae36be372a6, but not used.
Maniphest Tasks: T98565
Differential Revision: https://developer.blender.org/D15113
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The initial point count check was only being done for Bezier curves.
This revision fixes T98624 by adding the check for NURBS curves as well.
Reviewed By: HooglyBoogly
Maniphest Tasks: T98624
Differential Revision: https://developer.blender.org/D15140
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The BMesh case was missing when extracting the loose edges flags used for
display, so the code was crashing on unitialized `MEdge` pointer.
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Added Windows/Intel GPU to the list of work-a-rounds. This will
reduce the performance when using Intel GPUs on all platforms.
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Now that VR offscreen drawing accounts for object type visibility,
armatures should be displayed when specified.
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The operator set the color but the factor of the mix value was not updated and as the default value was 0, the color was not vivible and only worked when the stroke was previously painted.
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Caused by {rB6a3c3c77b3eb}.
Displacement and wave were tagging the original mesh normals dirty,
instead the result's normals need tagging. Seems like a typo in above
commit (similar to rBfe43c170831f).
Maniphest Tasks: T98727
Differential Revision: https://developer.blender.org/D15165
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Setting version and flag to RC for the upcoming corrective release.
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A few libraries were updated, a few were added, and a few were missing
from the previous license document.
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Fix regression and remove duplicated computation.
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This bug was unreported. This was triggering a linking error caused by
the vertex shader not having a local version of `attr_load_temperature_post`
and `attr_load_color_post`.
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This was caused by the `copy_m4_m4` trying to copy the `object_to_texture`
from `drw_grid` which was `nullptr`.
Fixing this also exposed that rendering such volumes (without any valid
grid attributes) is not supported and we should follow what Cycles does.
Differential Revision: https://developer.blender.org/D15147
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This avoid leaving a `GPUMaterial` in a `GPU_MAT_QUEUED` state which would
block rendering.
Fix T98603: Hang when saving project in material preview mode
Maniphest Tasks: T98603
Differential Revision: https://developer.blender.org/D15135
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The original assert did not take into account the offset size in the loop being -1. The tests were then run in non-debug mode, so while the mesh regressions still passed, the false positive asserts that happened were not caught.
Differential Revision: https://developer.blender.org/D15136
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Rendering directly to a resource using OpenGL interop and Hgi
doesn't work in Houdini, since it never uses the resulting resource
(it does not call `HdRenderBuffer::GetResource`). But since doing
that simultaneously disables mapping (`HdRenderBuffer::Map` is
not implemented then), nothing was displayed. To fix this, keep
track of whether a Hydra viewport does support displaying a Hgi
resource directly, by checking whether
`HdRenderBuffer::GetResource` is ever called and only enable use
of OpenGL interop if that is the case.
Differential Revision: https://developer.blender.org/D15090
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Simple typo in rB55e3930b253e.
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This was leading to some crashes and warnings such as:
"Code marked as unreachable has been executed. Please report this as a bug."
Differential Revision: https://developer.blender.org/D15116
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Must include the AOV writing feature in background shader evaluation.
Differential Revision: https://developer.blender.org/D15114
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This did not refresh the Image editor, but more importantly this now
appeared cropped (a regression from the partial image updater).
Solved in the RNA function by:
- calling BKE_image_partial_update_mark_full_update
- sending appropriate notifier
Maniphest Tasks: T98573
Differential Revision: https://developer.blender.org/D15110
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