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This patch implements the blur node for the realtime compositor. The patch is
still missing the Variable Size option because it depends on the Erode/Dilate
node, which is yet to be implemented. Furthermore, there are a number of
optimizations that can be implemented, the most important of which is the IIR
implementation of the Fast Gaussian filter, as well as the use of hardware
filtering and thread local memory. The latter of which was attempted but was
not robust enough, so it will be submitted as separate patch.
Differential Revision: https://developer.blender.org/D15663
Reviewed By: Clement Foucault
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This patch implements the pixelate node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15662
Reviewed By: Clement Foucault
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Shader and compositor curve nodes change their inputs even if they are
at identity settings.
That is because shader and compositor curve nodes evaluate their curve
map texture samplers at the normalized input directly, disregarding the
fact that the samplers are evaluated using linear interpolation. This
causes the output to be slightly different that it should be.
This patch remaps the evaluation parameters such that the texture
sampler is evaluated at the center of the pixels.
Differential Revision: https://developer.blender.org/D15811
Reviewed By: Clement Foucault
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There are no plans to use the object attribute anymore.
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This "cleanup" commit broke Auto-offset for nodes.
This reverts commit e3ef6a6660032ca18af53dd24cd19bf36e56a85c.
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Output of make encounters path names that are single-quoted. This
causes the path to be misinterpreted and fail validation.
Resolves error in "make check_cppcheck"
Ref D15801 (partially applied)
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Also use '_num' suffix instead of '_tot'.
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Add BKE_object_defgroup_flip_map_unlocked which excludes locked groups
from the flip-map.
Reviewed By: zanqdo, campbellbarton
Maniphest Tasks: T96787
Ref D15317
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Add BKE_object_defgroup_flip_map_unlocked which excludes locked groups
from the flip-map.
Reviewed By: zanqdo, campbellbarton
Ref D15317
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The following changes have been made to this attribute with
WITH_PYTHON_MODULE is defined:
- Defaults to an empty string (instead of pointing to __init__.so).
- It's writable, so script authors can point to a valid Blender binary.
`where_am_i(..)` is no longer used by BKE_appdir_program_path_init,
there is now a separate code-path for setting the initial program
directory, calls after this can be used to set the binary path.
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Replace the argument with an in ifdef in BKE_appdir_program_path_init.
At the time `blenkernel` didn't define WITH_PYTHON_MODULE, since it does
now there is no need for an argument. With the minor benefit of fewer
preprocessor checks in the main() function.
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Building WITH_PYTHON_MODULE was creating a "bpy" module that required
Blenders data-files to be located in the module search path too.
This mean that a typical installation on Linux would create:
- `/usr/lib/python3.10/site-packages/bpy.so`
- `/usr/lib/python3.10/site-packages/3.4`
(containing `scripts` & `datafiles`).
The new behavior creates:
- `/usr/lib/python3.10/site-packages/bpy/__init__.so`
- `/usr/lib/python3.10/site-packages/bpy/3.4`
With the advantage that the "bpy" directory is the self contained Python
module.
No changes are needed for the module loading logic as the mechanism to
swap in blend internal Python "bpy" module
(defined in `release/scripts/modules/bpy/__init__.py`)
works the same in both instances.
Thanks to Brecht for macOS support.
Reviewed by brecht
Ref D15911
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Use macro NODE_OT_translate_attach for attaching node created through
link-drag-search to frame, as suggested by Leon Schittek (@lone_noel)
in D15888.
Differential Revision: https://developer.blender.org/D15920
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there is no point in warning about files that are not supposed to be
'correct' in that regard.
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The node tree used to detect if the tree was a node group wasn't the
last in the node editor's path like it should be, so the search thought
that all shader node groups weren't node groups.
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Probing strategies must iterate over every possible hash, but the linear
strategy only did 2^32 iterations, not 2^64. Updating this was missed
in 8cbbdedaf4dfec9e3. Also fix an unnecessary comma.
Differential Revision: https://developer.blender.org/D15913
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Now this is done by `Mesh::verts_for_write()`
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Caused by 462014b59b4f
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The context menu would always show a section with "Select", "Deselect",
"Hide", "Unhide" and "Select Linked" if there were no more specific
operators to show (e.g. modifier operations). For many tree elements
they did not make sense and simply would do nothing. Only show the
section for supported types.
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- Remove unnecessary calls to `get_element_operation_type()` (result
wasn't used).
- Remove branches/checks for cases that couldn't possibly happen.
(assert instead).
- Ensure all return arguments are set so caller can't make the mistake
of forgetting that.
- Early exit instead of big `if` block.
- Use `const`.
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owner_id pointer.
Also rename the callback. That way, we can keep moving toward a more
generic handling of those embedded IDs (think e.g. about copy code).
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Essentially calls `IDTypeInfo->owner_get` for now, will make more sense
once the callback is changed to return the address of the pointer
instead.
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Though end result was still correct. Thanks to Alaska for spotting this.
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Rename, add comments, and use flag in the depsgraph to ensure the logic
matches.
Differential Revision: https://developer.blender.org/D15883
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a) There were two filter icons next to each other in the header which
isn't exactly professional, b) the filter was redundant since IDs are
now grouped under an ID type element ("Objects", "Collection", ...)
anyway.
In the hierarchies view it was already hidden (because the whole point
of it is to show relationships between IDs, you wouldn't want to have
any parts of the hierarchy hidden).
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Searching isn't possible in the hierarchies view anymore, so the options
for it shouldn't be displayed either.
Followup to 21b92a5f31a4, forgot to remove these.
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c9a996790307 added a workaround for performance issues in heavy
production scenes in the library overrides hierarchies view, reducing
the amounts of elements to be built. Searching for elements would still
have to build the entire tree, so Blender would essentially freeze when
searching in mentioned heavy scenes. Removing the search functionality
works around this issue for now.
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BKE_appdir_program_path_init would override the module path extracted
from the Python module, replacing it with the Python executable.
This caused the data files not to be found and the module not to load.
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- Page up/down scrolls up/down an entire page
- Home resets the scrolling back to the bottom.
The fact that these were missing was probably an oversight. Other
similar editors have them.
This works by including the "View2D Buttons List" keymap for the
console, which the other similar editors use as well.
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By mode
A couple years ago D8598 made it so that C++ operators generally
should use "default" sort mode, which remembers previously used sort
setting. Back then all the places that needed it got changed to use
this "default" one, but since then some more IO code landed, where
seemingly by accident it used "sort by file name":
- USD importer,
- Grease Pencil exporter,
- OBJ importer & exporter,
- STL importer.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D15906
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Implement ideas from T96297:
- Fix "invalid axis settings" (both forward & up along the same
direction) validation: now similar to the Python based code, when
invalid axis is applied, the other axis is changed to not conflict.
- Make axis enums be expanded inside the row, similar to Collada UI.
- Move "selected only" near the top, similar to how it's in Collada,
USD, FBX and glTF export UIs.
- Move animation export options to the bottom.
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Caused by {rBf1c0249f34c4}
This is what (I think) went wrong in the above commit:
- `join_mesh_single` was writing material indices to the custom data /
attribute of the source mesh
- the `polyofs` of each mesh that was joined was not taken into account
Now, instead of using the AttributeWriter on a particular mesh, use the
CustomData (`pdata`) - that is constantly changed during joining -
directly for writing.
Otherwise we end up writing into customdata that has not been "extended"
yet (even if we use the destination mesh).
Also note that even on the destination mesh, CustomData would be freed
anyways after all calls to `join_mesh_single` took place, to be replaced
with the mentioned `pdata` which should be the single customdata to
write to here.
When doing this (writing to `pdata`), we also need to take into account
the poly offset of each contributing mesh.
Maniphest Tasks: T100822
Differential Revision: https://developer.blender.org/D15878
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Changed in Python 3.5, match Python's internal name.
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When Blender is built as a Python module, exit early if the major
and minor versions don't match. Without this, the error message can
be cryptic/unhelpful.
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This was lost in 474adc6f883c2d5a85
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