Age | Commit message (Collapse) | Author |
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Recalc selection count at the end of the circle selection.
This was removed from circle selection as it became a performance
bottleneck, helas some operators rely on it.
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Add missing license headers based on files in the same directory.
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These kinds of depsgraph evaluations should not be marked as low priority as
this could negatively affect playback performance. Low priority should mainly
be used for background tasks.
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Isolate frame writing task so that multithreaded image operations don't cause
the thread to start writing another frame. If that happens we may reach the
MAX_SCHEDULED_FRAMES limit, and cause the render thread and writing threads to
deadlock waiting for each other.
Additionally, don't set task priority to low because this may cause the task
scheduler to be slow in scheduling the write and color management tasks.
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Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).
As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.
Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.
Differential Revision: https://developer.blender.org/D13730
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At the frame before/after an object starts moving, it's transform may not be
modified but its motion would be and requires an update.
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The crash is caused as the data for the UV editor is requested before
the data for the mesh as a separate draw update. Since building the UV
stretch angle buffer requires the position buffer, the latter is not
created yet in this case.
To fix this, create a local position buffer from the subdivision data. An
alternate fix was considered to remove the dependency on the position
buffer by interpolating on the GPU the coarse stretch angle buffer but
this did work. Maybe this will be revisited.
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importer
- Fix T97793: when a UV coordinate after vt is missing, use zero. While
at it, also use zeroes for positions & normals, since "maximum
possible float" is very likely to cause issues in imported meshes.
- Fix T97795: use 1.0 default if -bm value is missing, instead of zero.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14826
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Fix several correctness issues where the new OBJ/MTL importer was not
producing the same results as the old one, mostly because the code for
some reason had slightly different logic. Fixes T97757:
- When .obj file tries to use a material that does not exist, the code
was continuing to use the previous material, instead of creating new
default one, as the previous importer did.
- Previous importer was always searching/parsing "foo.mtl" for a
"foo.obj" file, even if the file itself does not contain
"mtllib foo.mtl" statement. One file from T97757 repros happens to
depend on that, so resurrect that behavior.
- When IOR (Ni) or Alpha (d) are not specified in .mtl file, do not
wrongly set -1 values to the blender material.
- When base (Kd) or emissive (Ke) colors are not specified in the .mtl
file, do not set them on the blender material.
- Roughness and metallic values used by viewport shading were not set
onto blender material.
- The logic for when metallic was set to zero was incorrect; it should
be set to zero when "not using reflection", not when "mtl file does
not contain metallic".
- Do not produce a warning when illum value is not spelled out in .mtl
file, treat as default (1).
- Parse illum as a float just like python importer does, as to not
reintroduce part of T60135.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14822
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Clamping was set up, but `v2d->cur` was never actually modified.
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Caused by only checking mute state for meta strip itself and not the
children.
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Regression from rB1a7757b0bc69/rBa0acb9bd0cc0. Special handling
(averaging) of weights on merged center vertices also requires to be
'reversed' when new correct merge order is used, compared to previous
behavior.
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Run autopep8 as well as clang-format when calling "make format",
the PATHS argument is passed to both utilities which will only operate
on files they support.
For example: `make format PATHS=release/scripts` formats Python scripts,
`make format PATHS=source/blender/blenlib` would format C/C++.
If users really want they can format C/C++ & Python files at the same
time since both formatting utilities filter on file extension.
`make format PATHS="release/scripts/startup/nodeitems_builtins.py source/creator/creator.c"`
A LIBDIR variable has been added to the GNUmakefile to simplify
references to this directory which can be one of 3 possible values.
Reviewed By: sybren, brecht
Ref D14789
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Regression caused by [0] that caused the error message to be
created based on a normalized exception (which hid line numbers).
PyC_ExceptionBuffer{_Simple} & BPy_errors_to_report
no longer clears the exception.
This could have been resolved by changing python_script_error_jump
however that would involve changes to reference counting that are more
risky (noted in code-comment).
[0]: 2d2baeaf04d481f284bc2f098fb6d7ee9268151f
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Leak was caused because output image buffer was initialized twice. Once
in speed effect strip and then by cross effect strip used for
interpolation feature.
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Caused by NULL dereference if sequencer data does not exist.
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This was reported explicitly for originally being in face selectmode,
but could also crash when in vertex selectmode (when doing multiple
cuts).
The reason here is that `MESH_OT_loopcut` switches to edge select mode
(needed for `TRANSFORM_OT_edge_slide`, done in `ringsel_finish`), but was
only doing this on the active object's editmesh, all other participating
meshes would keep their selectmode which would now be out of sync with
both the active object's editmesh and scene settings for these.
This causes problems later in 'Select Linked'. Here, a mixture of
objects are used. First the viewcontext is set up with the active
object, then all participating objects are iterated (changing the
viewcontext to another object), then `unified_findnearest` would use that
changed viewcontext which would now contain the last object iterated. To
repeat: this could now have a different selectmode than the active
object which is later **again** used to get the nearest `BMElem` from in
`EDBM_elem_from_selectmode`. So in the failing case, we could get an
edge (but no face because of edge selectmode) from `unified_findnearest`,
`EDBM_elem_from_selectmode` would return NULL though (edge provided, but
in face selectmode), leading to the crash.
To solve this I assume it is best to change selectmode on all
participating meshes in multi-object editmode loopcut if necessary so
these are always in sync for following operations.
Alternatively, `Select Linked` (and probably lots more operators) would
have to be tweaked to pay closer attention which object is really used
to get selectmode from.
Note the selectmode is actually set back from edge selectmode in certain
cases (see `USE_LOOPSLIDE_HACK`), this patch changes that as well to act
on all participating meshes.
Maniphest Tasks: T95752
Differential Revision: https://developer.blender.org/D14791
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This commit implements copying of materials and material indices from
all of the boolean node's input meshes. The materials are added to the
final mesh in the order that they appear when looking through the
materials of the input meshes in the same order of the multi-socket
input node.
All material remapping is done with mesh-level materials. Object-level
materials are not considered, since the meshes don't come from objects.
Merging all materials rather than just the materials on the first mesh
requires a change to the boolean-mesh conversion. This subtly changes
the behavior for object linked materials, but in a good way I think;
now the material remap arrays are respected no matter the number
of materials on the first mesh input.
Differential Revision: https://developer.blender.org/D14788
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8e4c3c6a2414 mistakenly used the `vec` argument
of `BKE_where_on_path` like it was optional. Fix by
making that argument optional too.
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Code was partial migrated from the previous image engine. Missing multilayered
images.
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Issue was not properly fixed in 3cef9ebaf81 due to oversight.
`SEQ_get_channels_by_seq` returned pointer to `seqbase` instead of `channels`.
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Viewports weren't drawn as they couldn't get a lock. Resulted in compositing
uninitialized viewports. Fixed by checking that both views were drawn.
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Regression in [0] caused by checking the screen after event handling.
[0]: d4bdf2192964f786520c774d1a2ee44617302bc1
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The input size was doubled & inverted.
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Remove use of deprecated operator context passing.
Also minor clarification in the context.temp_override docs.
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The thickness in the deform mode was just correct if the radius when
drawing a stroke was set to 20. Now all factors that influence the
stroke thickness are considered in deform mode.
Differential Revision: https://developer.blender.org/D14691
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to have zero users
Relinking code would weirdly enough allow clearing of extra/fake user
status on IDs used by affected ID, which would be utterly wrong.
Fairly unclear why this was working OK in reported case before rBa71a513def20,
could not spot any obvious reason just from reading code...
Also, in `libblock_remap_data_update_tags`, only transfer fake user
status if `new_id` is not NULL (otherwise that would have removed that
falg from `old_id`, without actually transferring it to anything).
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Not expected to be used directly by users, but very handy to have around
for investigations and debugging.
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This patch adds allows the user to select the initial fill color when
adding a new color attribute layer.
---
{F13035372}
Reviewed By: JulienKaspar, joeedh
Differential Revision: https://developer.blender.org/D14743
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OCIO shader was ported to use GPUShaderCreateInfo a while ago. That
made this workaround not needed anymore.
Best to remove it before the release.
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Credits: Oksana Dobrovolska
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* BLENDER_VERSION_CYCLE set to beta
* Update pipeline_config.yaml to point to 3.2 branches and svn tags
* Update and uncomment BLENDER_VERSION in download.cmake
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This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.
Vertex Displacement is automatically enabled for now.
Lighting & Shading is placeholder.
Related Task: T93220
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_engine.cc
# source/blender/gpu/CMakeLists.txt
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Differential Revision: https://developer.blender.org/D14797
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This leaves some of the unresolved case where we still need both
implementation.
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This had only one use and it was for debugging. Remove the shader for now.
This also simplifies the debug drawing even if slower.
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This should have no functional changes.
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This should have no functional changes.
This reduce the complexity of the shader by only supporting 2 colors.
We never use more than 2 color in practice and this makes usage not require
a UBO.
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This should have no functional changes.
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Some old compiler do not like this character even if inside an `#error`
directive.
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Those are usually not supported but some driver silently fix them and most
just silently fail (rendering error).
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