Age | Commit message (Collapse) | Author |
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The OptiX denoiser does have an upper limit as to how many pixels it can denoise at once, so
this changes the OptiX denoising process to use tiles for high resolution images.
The OptiX SDK does have an utility function for this purpose, so changes are minor, adjusting
the configured tile size and including enough overlap.
Maniphest Tasks: T92308
Differential Revision: https://developer.blender.org/D13436
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Since our design is to always keep data-blocks marked as assets on exit,
and our technical design for this is to do this via fake users, ensure
the fake user is set for an appended asset.
Reviewed by: Bastien Montagne
Differential Revision: https://developer.blender.org/D13443
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The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
Dalai gave green light to cherry pick this fix for 3.0.
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Instantiation is now fully handled by BKE_blendfile_link_append module.
Note that this also allows removal of the `BLO_LIBLINK_NEEDS_ID_TAG_DOIT`
flag.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
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Rewrite of ID paste code in rB3f08488244c0 made this function useless,
ID pasting is now handled by the BKE_blendfile_link_append module too.
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The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
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Close all active buttons when hiding a region as this can be called
from Python a popover is open from that region.
Failure to do this causes the popover to read from the freed button.
Also rename UI_screen_free_active_but to
UI_screen_free_active_but_highlight since it only frees highlighted
buttons.
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rB218360a89217f4e8321319035bf4d9ff97fb2658 missed a couple renames in USD code paths.
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The small circle used to choose the hue/saturation and value in the
color widget was drawn with a fixed screen space size. Now scale the
circle used as cursor in the color widget based on the zoom. This
could have been part of a9642f8d6130 but the implementation is
different.
Based on a fix provided by Erik Abrahamsson
Differential Revision: https://developer.blender.org/D13444
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The group output node did not have the same size padding as the group
input, leading to the node looking different and actually being smaller.
Differential Revision: https://developer.blender.org/D13092
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These existing names were unhelpful at best, actively confusing at
worst. This patch renames them to be consistent with the terms
used to refer to the values in the UI.
- `width` -> `offset`
- `ext1` -> `extrude`
- `ext2` -> `bevel_radius`
Differential Revision: https://developer.blender.org/D9627
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This was overlooked, as it seems there's no way for these strings to be
translated currently. Generally it's not that clear whether `N_` or
`TIP_` should be used in this case, but `TIP_` seems more consistent.
To avoid the cost of the translation lookup when the UI text isn't
necessary, we could allow the disabled hint argument to be optional.
Differential Revision: https://developer.blender.org/D13141
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Wire-only meshes have a special case in the overlay drawing to give
the wire shader a special color (which avoids the lines being dashed,
somehow). The fast path for duplis didn't have that special case.
Differential Revision: https://developer.blender.org/D13196
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Since we have the overlays popover, it makes sense to allow toggling the
context path like in the 3D viewport. This commit adds a property,
and turns it on by default in existing files.
Differential Revision: https://developer.blender.org/D13248
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I ran into this when adding new geometry nodes tests.
The issue was caused by 7168a4fa5c785c29483.
Differential Revision: https://developer.blender.org/D13440
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The problem is that drw_batch_cache_generate_requested_delayed
is called on the object, which uses the original object data type to
choose which data type to get info for. So for curves and text it uses
the incorrect type (not the evaluated mesh like we hardcoded in the
armature overlay code).
To fix this I hardcoded the "delayed" generation to only use the
evaluated mesh. Luckily it wasn't use elsewhere besides this
armature overlay system. That seems like the simplest fix for
3.0. A proper solution should rewrite this whole area anyway.
Differential Revision: https://developer.blender.org/D13439
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This will allow using a function I've declared in a C++ header.
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* Spot lights are now handled as disks aligned with the direction of the
spotlight instead of view aligned disks.
* Point light is now handled separately from the spot light, to fix a case
where multiple lights are intersected in a row. Before the origin of the
ray was the previously intersected light and not the origin of the initial
ray traced from the last surface/volume interaction.
This makes both strategies in multiple importance sampling converge to the same
result. It changes the render results in some scenes, for example the junkshop
scene where there are large point lights overlapping scene geometry and each
other.
Differential Revision: https://developer.blender.org/D13233
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No functional change, just more clear this way it comes from src.
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Differential Revision: https://developer.blender.org/D13414
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While it is an edge case, it isn't incorrect for the attribute storage
to have a zero size, it will just return an empty span or nothing.
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After 1ef8ef4941dd there were build warnings because of unused
arguments. Also missed to change code to iterate `strips` instead of
`seqbase` in 2 functions.
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The Realize Instances and Join Geometry node can share most of their code.
Until now, both nodes had their own implementations though. This patch
removes the implementation in the Join Geometry node in favor of the more
general Realize Instances implementation.
This removes an optimization for avoiding spline copies. This can be brought
back later. The realize instances code has to be rewritten to support attribute
instances anyway.
Differential Revision: https://developer.blender.org/D13417
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This node calculates the dual of the input mesh. This means that faces
get replaced with vertices and vertices with faces. In principle this
only makes sense when the mesh in manifold, but there is an option to
keep the (non-manifold) boundaries of the mesh intact.
Attributes are propagated:
- Point domain goes to face domain and vice versa
- Edge domain and Face corner domain gets mapped to itself
Because of the duality, when the mesh is manifold, the attributes get
mapped to themselves when applying the node twice.
Thanks to Leul Mulugeta (@Leul) for help with the
ascii diagrams in the code comments.
Note that this does not work well with some non-manifold geometry,
like an edge connected to more than 2 faces, or a vertex connected to
only two faces, while not being in the boundary. This is because there
is no good way to define the dual at some of those points. This type
of non-manifold vertices are just removed for this reason.
Differential Revision: https://developer.blender.org/D12949
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Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
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Now that we can store any dynamic attribute on the instances component,
we don't need the special case for `id`, it can just be handled by the
generic attribute storage. Mostly this just allows removing a bunch
of redundant code.
I had to add a null check for `update_custom_data_pointers` because
the instances component doesn't have any pointers to inside of
custom data.
Differential Revision: https://developer.blender.org/D13430
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This patch adds a layer_idx and pass_idx parameter to the rna_Image_gl_load function. It exposes both to the Python API as optional parameters.
This allows python scripters to specifiy which layer and pass they want to load in to an OpenGL texture. Right now image.gl_load() always takes the first layer and first pass.
This is limiting when working with multilayer openEXRs.
With this patch scripters can do something like this:
```
pass_idx = area.spaces.active.image_user.multilayer_pass
layer_idx = area.spaces.active.image_user.multilayer_layer
image.gl_load(frame=0, layer_idx=layer_idx, pass_idx=pass_idx)
```
As the parameters are optional and default to 0, it should not break existing code.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13435
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Commit f0d20198b290 used this field to flag rendered strips which were
queried by `SEQ_query_rendered_strips()`. Then operators iterate all
strips and checks state of `seq->tmp_flag`.
Use collection returned by `SEQ_query_rendered_strips` directly.
There should be no functional changes.
This commit adds functions `all_strips_from_context` and
`selected_strips_from_context` that provide collection of strips based
on context. Most operators can use this collection directly.
There is already `seq->tmp` DNA field, but is should not be used unless
absolutely necessary. Better option is to use human readable flag.
Best is to not use DNA fields for temporary storage in runtime.
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Tweaks by Andy Goralczyk.
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When enabling or disabling a Mesh Sequence Cache modifier of an Object
with a hair particle system, the hair would switch positions. This is
caused because original coordinates in Blender are expected to be
normalized, and toggling the modifier would cause the usage of different
orco layers: one that is normalized, and the other which isn't.
This bug exposes a few related issues:
- if the Alembic file did not have orco data,
`MOD_deform_mesh_eval_get`, used by the particle system modifier, would
add an orco layer without normalization
- `MOD_deform_mesh_eval_get` would also ignore the presence of an orco
layer (e.g. one that could have been read from Alembic)
- if the Alembic file did have orco data, the data would be read
unnormalized
To fix those various issues, original coordinates are normalized when
read from Alembic and unnormalized when written to Alembic; and a new
utility function `BKE_mesh_orco_ensure` is added to add a normalized
orco layer if none exists on the mesh already, this function derives
from the code used in the particle system.
Reviewed By: brecht
Maniphest Tasks: T92561
Differential Revision: https://developer.blender.org/D13306
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Indicates that this is just a buffer with an element size of 8 bit, not
a displayable/printable string buffer.
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How to reproduce it:
* Open User Preferences.
* Got to Add-ons tab.
Issue introduced on d723e331f155
Reported via chat by Pedro Alcaide (povmaniac).
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The stroke generation call mistakenly uses all enabled
types to check intersection mask, the correct behavior
is to use individual edge(chain) type.
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Now do not invertes view vector in different stages of calculation.
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Now do not invertes view vector in different stages of calculation.
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This is part of T92926, and is very similar to 221b7b27fce3, except
slightly similar, because it only transfers from one component, and
it doesn't handle multi-threading at the moment.
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Should be safe to do so now that 2.8+ has been out for 8 releases and over 2 years now.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12984
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When the select action was set to "Select Tool", shift-clicking
on sequence strips wasn't selecting the strip.
Regression in 2a2d873124111b5fcbc2c3c59f73fd1f946c3548
Thanks to @a.monti for the fix.
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- Integer Field input of the number of control points on each spline
in the spline domain.
- In the point domain, it is the number of points on the spline that
contains the given control point.
Differential Revision: https://developer.blender.org/D13279
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This is part of T92926.
Differential Revision: https://developer.blender.org/D13429
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Put Spline Parameter in the correct position in the Curve menu.
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