Age | Commit message (Collapse) | Author |
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Building deps on macOS arm64 has slightly different requirements.
Belongs to 4b3dcd80698a
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Problem is, when a collection is excluded from the scene, none of its
objects are technically instantiated.
This should not happen when *creating* an override, but can be fairly
common during resync process.
For now, use a lesser precise check in resync case, only relying on
object usercount. This might lead to some objects being left without any
collection in some rare weird case, but this cannot really be avoided
currently.
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No need to instantiate systematically the root object if it is already
instantiated in the scene...
Issue reported by the studio.
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One of the log call could use freed memory.
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This fixes some errors of continuity and consistency of formatting on
https://docs.blender.org/api/current/gpu.html
This also details the description of some parameters.
Differential Revision: https://developer.blender.org/D10531
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This is because the refractive materials were using the deferred AO
computation instead of tracing their own.
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Allow downloading of source packages of Blender's dependencies, so that
it's easier to provide a "full source archive" that contains the blender
source + all dependencies archives. A `make` command for this will be
introduced soon.
This changes the deps builder slightly to be more flexible with the
origin of our source packages.
To support this a new CMake variable has been added called `PACKAGE_DIR`
where all sources archives will be stored.
default: a directory called `packages` in the build folder.
alternative-default: if a directory called `packages` exists in the
blender source folder that will be used. This is to support the "full
source archive" use case.
The download phase have been moved from the build phase to the configure
phase. Configure will download all sources validate the hashes while
downloading.
All `[depname].cmake` files have been changed to take a local
`file://[path_to_local_tarball]` path rather than a remote URI.
A second requirement was that there needed to be an option to grab the
sources from the blender SVN mirror rather than upstream. For this an
option has been added PACKAGE_USE_UPSTREAM_SOURCES (default ON). The
exact location in SVN still needs to be worked out, I tested with my
local webserver and codewise it checks out. The path that is in there
currently will not work (given there is no mirror there yet).
To build this mirror our local package caches can be used.
Reviewed By: lazydodo
Differential Revision: https://developer.blender.org/D10598
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Changes to increase subdivision by one along both axis (X and Y)
For example with x_segment = 3 and y_segment = 3.
There should be 16 vertices ((3 + 1) * (3 + 1)) for correct
number of subdivisions. Currently they are 3 * 3 = 9 vertices.
Ref D10699
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Seems like one of the example files on the cryptomatte github is
malformed and blender crashes when loading that file. This change will
try to load as much as possible from the manifest so it can still be
used.
This has also been reported to cryptomatte project.
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A check was preventing the actual image to load and was therefore not
parsed.
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Use a for loop that always begins with the active object,
instead of moving the active object in the array,
which failed when it's data already being handled.
While the existing logic could have been fixed,
it's simpler to change the loop order.
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In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
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This reverts commits
- 476be3746e85b4891189c8d480501905b9400c66
- 8d50a3e19e025ef470132e7edadd7b180db833f5
- 08dbc4f996e4e95f3ab64f7bb3e1193700c585f5 (partially).
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Callbacks used in `bpy.props` didn't hold a references to the functions
they used.
While this has been the case since early 2.5x it didn't cause any
problems as long as the class held a reference.
With Python 3.10 or when using `from __future__ import annotations`,
the annotations are no longer owned by the class once evaluated.
Resolve this by holding a reference in the module, which now supports
traverse & clear callbacks so the objects are visible to Python's
garbage collector.
Also refactor storage of Python data, moving from an array into a struct.
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Fix uninitialized variable in the OSL shader.
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This is an implementation that is about 1.5-2.1 times faster. It gives a result
that is on average 6° different from the old implementation. The difference is
because normals (Ng, N, N') are not selected to be coplanar, but instead
reflection R is lifted the least amount and the N' is computed as a bisector.
Differential Revision: https://developer.blender.org/D10084
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Offset the starting point of segments by a random amount to avoid the bounding
box shape affecting the result and creating artifacts.
Differential Revision: https://developer.blender.org/D10576
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Static initialization order was not guaranteed to be correct for node base
types. Now wrap all initialization in accessor functions to ensure the order
is correct.
Did not cause any known bug on Linux/macOS/Windows, but showed up on this
platform.
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Info and Sample Texture nodes
See: {T86296}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10648
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Forgot to update regression test to the changed API.
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The issue was caused by a prediction algorithm detecting tracking the
wrong way. Solved by passing tracking direction explicitly, so that
prediction will always happen correctly regardless of the state of the
Tracks context.
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Mode to an own utility function and guard missing enumerator values
with a LOG(FATAL).
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Current code works, but is heavily relying on matched enum definition
in the Blender's DNA and Libmv's API, which is suboptimal and fragile.
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This was cause by the change of some epsilon values for reflections.
This commit changes the planar reflection tracing to have correct
handling of parallel rays and discard any self intersection with normal
screen raytrace.
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The issue is that the `last_node_hovered_while_dragging_a_link` pointer is invalidated on undo.
The pointer does not have to be on the space runtime data, because it only needs to exist
as long as the operator is running.
Differential Revision: https://developer.blender.org/D10726
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This exposes the `crease` attribute, that is used by the Subdivide Smooth node.
It is also the first attribute on the edge domain. Domain interpolations for the
edge domain have not been implemented yet.
Ref T86397.
Differential Revision: https://developer.blender.org/D10660
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Attempt to work around some full-corruption cases created at the studio.
Not clear how those were created, so not really fixing anything here,
just detecting and 'solving' as best as possible some high corruption of
local overrides.
This is good to have in general anyway, might help prevent further
corruption to happen too.
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is hidden from the viewport
Check visibilty (as done in workbench_cache_populate) in
overlay_edit_uv_cache_populate as well.
Maniphest Tasks: T86542
Differential Revision: https://developer.blender.org/D10724
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`std::get` does not seem to be available. Using `std::get_if` might work instead.
(Found the error on the buildbot.)
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This is a refactor and no functional changes are expected.
The goal is to make it simpler to add other data sources without having
to repeat the drawing code everywhere. Also, having the `CellValue` class
allows us to implement filtering and sorting in a more generic way.
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There are two caveats of the current implementation which still need
to be resolved in a separate step:
* In theory the data on the original object can be editable in the spreadsheet.
* If a complex object is in edit mode, and its original data is displayed,
the drawing code can be slow, because the bmesh is converted to a mesh
every time. The proper solution is to draw the data from the bmesh directly.
This should become easier after an upcoming refactor.
Ref T86141.
Differential Revision: https://developer.blender.org/D10701
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This implements the status bar as footer region in the
spreadsheet editor.
It shows the total number of rows and columns as well
as how many rows are actually visible (based on the filter).
The implementation stores the stats in a runtime struct during
drawing and the status bar reads from that struct.
Ref T86142.
Differential Revision: https://developer.blender.org/D10693
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The shader was filtering everything but the selected color.
The fix inverts the check to make sure that color is selected.
Reviewed By: fclem
Maniphest Tasks: T86370
Differential Revision: https://developer.blender.org/D10670
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As of 2cc5af9c553cfc00b7d4616445ad954597a92d94, checking the window
managers pointer for changes is no longer a valid way
to check a file has been loaded.
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While this is very unlikely, always write the autosave file,
even if the `memfile` undo data is unexpectedly NULL.
Also use CLG for logging warnings.
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