Age | Commit message (Collapse) | Author |
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When there was no way to find the data-path from context
the shortcut was still being created.
It would evaluate to "context.(null)".
Now adding shortcuts will be disabled if the path can't be computed.
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Caused by c553b790fc781
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Large objects with many separate pieces became unstably slow
(run for hours and not finish).
The entire original mesh was being duplicated twice per loose part.
In own tests, millions of vertices and thousands of loose parts
now run in around 5-15 seconds.
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* Add proper adjustment for scale in the solver epsilon computation.
* Run at least one full iteration of the solver, even if the initial
state meets the epsilon requirement.
* When applying offset, blend normal into the offset direction
as the initial point moves very close to the target mesh.
Also random improvements to debug trace output in the console.
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These existed for verts & edges, add for API completeness.
Also add ED_mesh_geometry_clear,
needed to reduce memory for edit-mesh separate.
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T70927
Maniphest Tasks: T70927
Differential Revision: https://developer.blender.org/D6097
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saved file
This fixes the crash, but it does not fix the core issue. The PBVH should
always be available when an object is in sculpt mode and tools should
not need to check for that.
Reviewed By: jbakker
Maniphest Tasks: T70790
Differential Revision: https://developer.blender.org/D6063
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tools
Reviewed By: jbakker
Maniphest Tasks: T70839
Differential Revision: https://developer.blender.org/D6071
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Was cause by recent fix for T65134 which assigned original object's
proxy_from to an evaluated pointer.
This is because motion path depsgraph does not include proxies, so
the pointer in an evaluated object was kept pointing to an original
object.
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Caused by rB46102cf4e0c4 [which removed the check if the image can
actually be loaded].
Maniphest Tasks: T70903
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6089
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with CUDA
The OptiX implementation wasn't trying to allocate memory on the host if device allocation failed, while the CUDA implementation did. This copies the implementation over to OptiX to remedy that.
Differential Revision: https://developer.blender.org/D6068
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Fix the ray direction computation.
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Was caused by division not giving a fully opaque alpha value.
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A regression since previous fix for proxy. Restore old code for copying
values to an original pose channel.
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'PE_set_data' / 'PE_set_view3d_data' would give us a depsgraph already,
so use it.
Also fix access to PEData->depsgraph without calling 'PE_set_data' prior.
Addresses concern raised in rBcf2c09002fae.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6067
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When displaying the voxel size for an adaptive domain the resolution of the adaptive domain was used to calculate the world size of the voxel.
This patch changes this to use the initial size of the domain.
When using adaptive domain the overlay was not rendered in the right
place.
Thanks to sebbas for part of the patch!
Reviewed By: sebbas, fclem
Differential Revision: https://developer.blender.org/D6076
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When displaying the voxel size for an adaptive domain the resolution of the adaptive domain was used to calculate the world size of the voxel.
This patch changes this to use the initial size of the domain.
When using adaptive domain the overlay was not rendered in the right
place.
Thanks to sebbas for part of the patch!
Reviewed By: sebbas, fclem
Differential Revision: https://developer.blender.org/D6076
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Caused by what appears to be a missing flush from evaluated bone back to
original, which then makes it so copy-on-write operation happening after
click (to synchronize selection flags) pushes original bone to its initial
position.
Differential Revision: https://developer.blender.org/D6051
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All the single-value texture inputs of Principled BSDF node should use
non-color colorspace profile, not sRGB one (issue raised in
https://blender.stackexchange.com/questions/155617, thanks).
That also revealed another issue - since those color space settings are
stored at the image level itself, not the node one, we need to
duplicate those image data-blocks when we use same picture for e.g. base
color (sRGB) and specular (non-color) inputs...
For now using a basic mechanism for that, might generate several extra,
uneeded copies of the image ID, but that’s better than breaking custom
settings and such.
Note that while this will modify the behavior of the impporters using
that node wrapper, no change should be needed in IO add-ons themselves.
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The auto-smoothing flag can now be used by artists when the Alembic file
does not contain custom loop normals.
- Auto-smoothing disabled: mesh is flat-shaded.
- Auto-smoothing enabled: works as usual; set angle to 180° to ensure
a 100% smoothed mesh.
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The lines were not using the matrix to calc the tarnsformation.
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