Age | Commit message (Collapse) | Author |
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This is required for Cycles to report a meaningful error message when it fails to load a PTX module
created with a newer CUDA toolkit version than the driver supports.
Ref T91879
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Implement an overscan support for tiles, so that adaptive sampling can
rely on the pixels neighbourhood.
Differential Revision: https://developer.blender.org/D12599
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Issue was that the `on_activate()` callback of tree-items were
continuously called, because the active-state was queried before we
fully reconstructed the tree and its state from the previous redraw.
Such issues could happen in more places, so I've refactored the API a
bit to reflect the requirements for state queries, and include some
sanity checks.
The actual fix for the issue is to delay the state change until the tree
is fully reconstructed, by letting the tree-items pass a callback to
check if they should be active.
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The `ui::BasicTreeViewItem` took a function-like object to execute on
item activation via the constructor. This was mainly intended to be used
with lambdas. However, it's confusing to just have this lambda there,
with no indication of what it's for (activation).
Instead, assign the function-like object via an explicit `on_activate()`
function.
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Currently was only used for logging, but better to fix the size so
that it matches reality.
The issue was caused by decoupling number of shadow intersections
and using much higher number for CPU. This caused the total state
on GPU to be logged as 10s of gigabytes instead of 100s of megabytes.
Differential Revision: https://developer.blender.org/D12755
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No functional change, just cleaning up the shader code a bit.
Part of this is removing dead code (the discard was never called), and
part is shuffling mix/max around based on feedback by Sybren Stüvel.
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And fix various broken things in the HIP kernel compilation.
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For example, crash when attempting to use OptiX denoiser on systems
without OptiX-capable device.
Perform check that scene update happened without errors.
Note that `et_error` makes progress to cancel, so the code was
simplified a bit.
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This was simply never handled apparently.
Also fixes a regression from recent append refactor that prevented RB
objects to to properly handled too (since we instantiate loose objects
in append step now, we need to handle RigidBody ones after that
instantiation stage, otherwise nothing will happen since loose objects
won't be in any scene).
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Issue is that test cases re-uses draw manager. The new
`DRWRegisteredDrawEngine` struct is only freed when a
valid opengl context was found. what isn't the case
when running test cases.
Also made sure that re-using draw manager would use re-inited
values.
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This is a necessary step for EEVEE's new arch. This moves more data
to the draw manager. This makes it easier to have the render or draw
engines manage their own data.
This makes more sense and cleans-up what the GPUViewport holds
Also rewrites the Texture pool manager to be in C++.
This also move the DefaultFramebuffer/TextureList and the engine related
data to a new `DRWViewData` struct. This struct manages the per view
(as in stereo view) engine data.
There is a bit of cleanup in the way the draw manager is setup.
We now use a temporary DRWData instead of creating a dummy viewport.
Development: fclem, jbakker
Differential Revision: https://developer.blender.org/D11966
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This adds an offscreen View3D window area for the VR view in order to
execute XR events/operators in the proper context. The area is created
as runtime data before XR events are dispatched and set as the active
area during XR event handling.
Since the area is runtime-only, it will not be saved in files and since
the area is offscreen, it will not interfere with regular window areas.
The area is removed with the rest of the XR runtime data on exit, file
read, or when stopping the VR session.
Note: This also adds internal types (EVT_DATA_XR, EVT_XR_ACTION) and
structs (wmXrActionData) for XR events.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12472
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Convenience, use for tool key-maps to avoid overly verbose expressions.
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Rename the "String Join" node to "Join Strings" to
go with the verb first naming convention.
Differential Revision: https://developer.blender.org/D12678
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Also use more meaningful variable name.
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Use `sseq->timeline_overlay.flag` for `SEQ_TIMELINE_ALL_WAVEFORMS`
instead of `sseq->flag`.
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Add back decorate buttons, move mono and display waveforms to bottom as
they were before.
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Following operators now only report messages back when they are called via their invoke-methods:
- ANIM_OT_keyframe_insert
- ANIM_OT_keyframe_insert_by_name
- ANIM_OT_keyframe_insert_menu
- ANIM_OT_keyframe_delete
- ANIM_OT_keyframe_clear_v3d
- ANIM_OT_keyframe_delete_v3d
Also removed the attribute confirm_success from the following operators:
- ANIM_OT_keyframe_insert
- ANIM_OT_keyframe_insert_by_name
- ANIM_OT_keyframe_insert_menu
- ANIM_OT_keyframe_delete
- ANIM_OT_keyframe_delete_by_name
Note: addons/scripts possibly need to be updated if they use the above operators AND set the "confirm_success" attribute
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12697
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The asset catalog design was always that the active catalog would also
display all assets of its child catalogs (or grand-childs, etc.). This
is one of the main characteristics that differentiates catalogs from
usual directories.
Sybren prepared this on the asset catalog backend side with
56ce51d1f75a. This integrates it into the Asset Browser backend and the
UI.
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Fix the selection logic on the Handle Type Selection node to work
as intended:
(Left is Selected AND Left is ChosenType)
OR
(Right is Selected AND Right is ChosenType)
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This update allows the Trim Curve node to use float field inputs
for the start and end inputs. These fields are evaluated on the
spline domain.
Differential Revision: https://developer.blender.org/D12744
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The "enum" RNA flag was missing.
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The function was not doing anything and only was calling another function.
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Makes sure that the active item of a tree never has collapsed parent
items, which can be confusing if it happens. E.g. for the asset catalogs
UI, the active catalog decides which assets are visible. Having it
hidden while being the main factor deciding which assets are visible is
quite confusing.
I think it makes sense to have this at the UI Tree-View level, rather
than doing it manually in the asset catalog code for example. Seems like
something you'd commonly want. We can make it optional in the API if
needed.
Renamed the `set_active()` function to make clear that it is more than a
mere setter.
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This flag was used in older versions, but now is not used anymore.
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See T91826, there is a bug in the code where both `.` and `_` are used as a seperator for `BLI_uniquename_cb`.
This resulted in some nodes becoming disconnected on file load.
Until this is resolved, the chnages are reverted to prevent data loss.
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Dragging assets onto the "Unassigned" catalog tree item will effectively
move the assets out of any catalog. Technically this means unsetting the
Catalog-ID stored in the asset metadata, or more precisely setting the
UUID to be all zeros.
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Should make the code a bit more organized and help getting an overview
of the interfaces more quickly.
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file`
Introduced by fc7beac8d6f4. During code review it wasn't clear why this
branch was needed, so we removed it. Now it is clear why it is needed
so we added it back and added a comment why the branch is needed.
Patch provided by @Severin.
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Always sample background pass behind shadow catcher (if the pass
exists, of course), regardless of whether shadow catcher will be
used as approximate or accurate.
Allows to combine accurate shadows into an environment map.
Differential Revision: https://developer.blender.org/D12747
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This previously only work for CPU rendering, and isn't that practical to get
working in the new architecture.
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Thanks to Patrik Olsson for spotting this.
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This partially reverts commit e62ce9e08e919f25aad444f378947f6be932730f.
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{F10761402}
With active viewport render from camera view, the camera border shows up, even when passepartout and overlays are disabled.
By moving the line-drawing code to the passepartout section, it is effectively disabled when passepartout is off.
Reviewed By: sebastian_k
Differential Revision: https://developer.blender.org/D12745
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This was also affecting prototype of buildbot-driven UI messages
extraction...
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Because of legacy reasons (C string compare function returning 0 when
strings are equal), the ghash compare function is expected to return
false when hashes are equal.
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