Age | Commit message (Collapse) | Author |
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On windows, spacebar would be passed as UTF-8 text input, despite the
control key being pressed. On macOS, there already was an explicit
exception for this (command key in this case), on Linux XInput already
handled this case for us.
Note that Alt should still allow text input, for special character
sequences.
Issue also happened in the Text Editor if a text data-block was set.
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Optimization was disabled in this function to work around a bug in MSVC, use
a different solution that does not come with such a big performance regression.
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In Blender 2.90 EEVEE materials were refactored that introduced crashes on Intel
GPUs on Windows. The crash happened in the `local_context_workaround` that temporary
stored compiled materials in a binary form to reload it in the main GL context.
It has been tested that the workaround isn't needed anymore for HD6xx GPUs, but it
is still needed for HD4000.
After several unsuccesfull fixes we came to the conclusion that we could not support
the local context workaround and needed to come with a different workaround. The idea
of this patch is that in these cases there is only a single context that is used for
rendering. Threads that uses these contextes are guarded by a mutex and will block.
Impact on User Level:
* Due to main mutex lock the UI freezes when rendering or baking or feel less snappy
Reviewed By: Clément Foucault, Brecht van Lommel
Differential Revision: https://developer.blender.org/D8410
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source object.
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ref T79491
Maniphest Tasks: T79491
Differential Revision: https://developer.blender.org/D8471
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Port of the bugfix from audaspace upstream.
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Directly caused by rB2bb73787791a, but actual issue was a pre-exiting
typo that never caused problems so far apparently...
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Need to only compare directory name, not the whole path.
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This method sets the label of an edge in a dot graph.
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For regular icons this worked because they used the text color, which
was already grayed out by the caller.
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This appears to be slight precision differences in the Embree implementation,
simply increase the diff threshold a little for these motion blur tests.
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Resolves T78540
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As far as I can see, this problem was introduced with the gpu_free_unused_buffers() changes in rB97b597c.
The code checks the returned pointer to stop looping, but the last iteration will return the last GPUTexture and set the queue to NULL, meaning that the next pop() will crash.
Differential Revision: https://developer.blender.org/D8468
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This just avoid the corruption. A better fix still need to be finished.
See P1564
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Some implementation have different maximum texture size.
This patch avoid crash when texture allocation fails when:
- trying to bake a lightcache too big for the OpenGL imeplementaion.
- loading a cache from file that is too big for the OpenGL imeplementation.
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It can happen than some textures are not supported on some implementation
even if they fix the `GPU_max_texture_size` and `GPU_max_texture_layers`.
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It seems to be expected that the render engine reset to the right CFRA
if it modifies it.
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This was already fixed by 0471349c90df but accidentally removed in refactor.
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Face Sets where only set and updated on the PBVH after starting a sculpt
tool. In order to preserve the visibility they store when changing
levels, they need to be updated and sync also on PBVH creation
Reviewed By: sergey
Maniphest Tasks: T78665
Differential Revision: https://developer.blender.org/D8225
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Duplicates of a grid corner adjacent to an edge which are on the
adjacent grid of the same face were not added when requested.
Needed for D8356 to work, it may also fix some other bug in Multires.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8385
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The cloth brush has a defined simulated area with a falloff. In the falloff
area (the area between the dashed white circle and the exterior white
circle), simulation properties change in order to fade out the
simulation deformation effects towards the boundary.
With some brushes and stroke types (like anchored strokes with pinching
or grabbing with full strength), it is possible to apply more force than
what the boundary falloff can compensate, so the simulation breaks when
this happens.
This option pins the falloff area with softbody constraints, This
produces a much better deformation falloff and it is no longer possible
to move the vertices near the simulation boundary, so the simulation
won't break no matter the strength of the forces applied inside the
simulated areas.
This is an option as it is particularly useful for some brushes to add
localized details, but for brushes that are supposed to deform the
entire mesh (like the grab brush in D8424), this can add unwanted
softbody constraints that affect the simulation result.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8435
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Box mask is not a selection, so it should not be part of the select
operator. This allows to add more sculpt mode specific functionality and
properties and to share more code with the lasso mask operator in a
later refactor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8456
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When switching workspaces we need to have an unused screen layout that
we can activate. The other window now showed the only available screen
layout in fullscreen though.
Usually when there's no unused screen layout we duplicate an existing
one, but that code didn't respect the fullscreen case properly.
This also tries to clean up the logic a bit, but things are still rather
complicated to follow.
Changes in this code are always risky. Of course things worked fine in
my tests, but I wouldn't be surprised if something breaks.
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Filtering Collections when also filtering object children would only
display the parent object. Add a check for the NO_CHILDREN filter before
creating the object-parent hierarchy.
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