Age | Commit message (Collapse) | Author |
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Shader isn't used and not accessible via py-api.
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Shader isn't used and not accessible via py-api.
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Shader isn't used and not accessible via the py-api.
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Shader isn't used and isn't accessible via py-api.
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The UV shaders have been migrated to the overlay engine and aren't
accessible via the python API.
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The smooth was not working "smoothly" and any change in the factor produced a weird result.
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rBd6891d9bee2b introduced a way to apply a single constraint from the
constraint stack. For this we want to work in the evaluated domain, in
particular the constraint target should be evaluated (the shrinkwrap
constraint needs to have access to the target's evaluated mesh).
Thx a lot to @sergey for handholding here!
Maniphest Tasks: T94600
Differential Revision: https://developer.blender.org/D13765
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This moves the clear paths button ("X") to the same line of "Update All Paths",
and make it visible at all times.
1. The clear button affects all objects (by default). However the
Calculate/Update Paths only works on the selected objects/objects.
Better to not have them both on the same line.
2. The operator to clear object and pose paths can run even if the active
object/bone has no motion path. However the UI was not showing the button in
those cases.
Before:
{F12757500, size=full}
After:
{F12757502, size=full}
Differential Revision: https://developer.blender.org/D13609
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Regression from typo in cbca71a7cff394b0c5d670f87f2b480f526ba6dd.
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Compositor node to convert between color spaces.
Conversion is skipped when converting between the same color spaces or to or from data spaces.
Implementation done for tiled and full frame compositor.
Reviewed By: Blendify, jbakker
Differential Revision: https://developer.blender.org/D12481
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Switched populating GHOST_WintabInfoWin32 vector from resizing and
assigning to reserving and pushing.
Removed unnecessary state tracking for multiple button presses in a
single packet.
Paired initialization with definition, and added default initialization
for GHOST_WintabInfoWin32.
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Note that some functions have been copied between these files.
De-duplication isn't trivial as there are differences in some functions.
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Currently the node link ui template only works with a few socket types.
This commit addes support for the rest of the socket type declarations.
As pointed out in D13776 currently after recent refactors
Shader nodes no longer display in the menu.
In the future more socket types will be used in the shader nodes
and makes the UI template work better for other node trees.
Differential Revision: https://developer.blender.org/D13778
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Weightpaint gradient tool panel showed in other modes (and as a separate
panel).
Fix for fix, see
- rBf8a0e102cf5e
- rBe549d6c1bd2d
So now, check mode again and restrict to topbar (prevents an additional
panel since this is already included in the brush settings).
ref rB0837926740b3 in sculpt-dev branch, so thx @joeedh as well!
Maniphest Tasks: T94243
Differential Revision: https://developer.blender.org/D13630
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Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for shader nodes into their respected
source/blender/nodes/shader/nodes file.
In the future, these functions will be simplified to node_layout.
Some nodes were left in `drawnode.cc` as this would require duplicating code
while this is likely fine it is best to leave that to a seperate commit.
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Some software or processing tools (videogrammetry in this case) may
export malformed files with velocity data even when the frame is empty
for some reason. We need to explicity compare the data size with the
vertex size, and refuse to load the attribute if there is a data size
mismatch.
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The dangling pointer caused errors further down the line.
The solution is to simply delete an internal link when one
of the corresponding sockets is removed (just like normal
links are removed as well).
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The socket arrays will be removed when using the new socket builder.
So instead we have to loop through the node outputs list.
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We can't include `BLI_utildefines.h` in `RNA_types.h` since Cycles includes
that, but duplicates some of the util defines. So you'd have duplicated
definitions.
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Remove a variety of unused functions, declarations without definitions,
incorrect comments, and defines that have been commented for years
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This is implementation specific data that should never be exposed to regular
users. Also make sure this data is not saved to presets.
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Needed for the following commit.
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This meant that BKE_mesh.h couldn't be used without
the DNA headers first.
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Fixes a bug introduced in rB5dedb39d447b. `mesh_original` is not set if the
mesh has no generative modifiers, in which case we can use `mesh_final`, which
would seem to be consistent with the rest of the particle code. An alternative
approach would be to make sure that `mesh_original` is always set in
`deformVerts`.
Differential Revision: https://developer.blender.org/D13754
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Differential Revision: https://developer.blender.org/D13759
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Must take into account SD_OBJECT_TRANSFORM_APPLIED to determine if the normal
was already in world space.
Differential Revision: https://developer.blender.org/D13639
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The root of the issue is caused by Cycles ignoring OpenGL limitation on
the maximum resolution of textures: Cycles was allocating texture of the
final render resolution. It was exceeding limitation on certain GPUs and
driver.
The idea is simple: use multiple textures for the display, each of which
will fit into OpenGL limitations.
There is some code which allows the display driver to know when to start
the new tile. Also added some code to allow force graphics interop to be
re-created. The latter one ended up not used in the final version of the
patch, but it might be helpful for other drivers implementation.
The tile size is limited to 8K now as it is the safest size for textures
on many GPUs and OpenGL drivers.
This is an updated fix with a workaround for freezing with the NVIDIA
driver on Linux.
Differential Revision: https://developer.blender.org/D13385
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This patch fixes a couple of new Metal kernel compilation errors: 1) a kernel parameter count overflow, and 2) missing address space qualifiers.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13763
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Simplify signature of `BKE_lib_override_library_resync` and make it a
shallow wrapper around new internal `lib_override_library_resync` that
can then be easily extended for other internal needs.
Not functional changes expected here.
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`DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN` creates temporary objects that
correspond to duplicates or instances.
These temporary objects can share same pointers with the original object
as in the case of Bounding Box.
Bound Box of temporary objects is marked dirty in
`BKE_object_replace_data_on_shallow_copy` since `ob->data` is different.
This causes the original Bounding Box, calculated for the evaluated
geometry, to be lost.
The solution in this commit is to change the boundbox reference of the
temporary objects, so the boundbox of the non-temporary object (with
the data curve) is not marked dirty.
Differential Revision: https://developer.blender.org/D13581
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It it rather an old experiment now which didn't pay off.
The initial idea was to have main and jobs threads on fast
nodes of TR2 processors. This didn't really work reliably
because in Blender we need to be able to create nested
threads without their affinity set. This is not how some of
OS are creating nested threads, and we don't always have
access to child threads to reset their affinity.
So overall complexity of the initial idea implementation
became too much compared to the performance gain.
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Request from studio, to help identify quickly libs that need update.
NOTE: Currently only outputing INFO log in console, display of this info
in the outliner will come in a separate commit.
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No need for it now since all the threading queries and
scheduling is done via TBB.
Should be no functional changes as all the removed code
is supposed to be unused.
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Query TBB for the maximum allowed concurrency, which is free from a bug
in own concurrency detection code. One thing to keep in mind is that now
Cycles is limited by the number of threads in the TBB areana from which
Session is created. This isn't a problem for Blender since we do not limit
arena on Blender side. Could be something to watch out for in other Cycles
integrations.
Differential Revision: https://developer.blender.org/D13658
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Add a data boundary check in the flipping code.
This code now also communicates the number of mipmap levels
it processed with an intent to avoid GPU texture from using
more levels than there are in the DDS data.
Differential Revision: https://developer.blender.org/D13755
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This was missing from rB3e92b4ed2408eacd126c0.
Before only the Separate Geometry node was fixed, because that
node was used in the file from the bug report. The same issue
existed in the Delete Geometry node as well though.
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