Age | Commit message (Collapse) | Author |
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If there is only a layer without a name, use metadata from the first cycles
layer in the metadata, if any.
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This properly checks the order of point domain attributes on each
spline, and avoids the map, which makes the code easier to understand.
The assert is also added to realizing instances and the join node.
Differential Revision: https://developer.blender.org/D13071
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Currently the curve to mesh node relies on the order of attributes being
the same on every spline. This is a worthwhile assumption, because it
will allow removing the attribute name storage duplication on every
spline in the future.
However, the join geometry node broke this order, since it just created
new attributes without any regard to the order. To fix this, I added a
"reorder" step after all the merged attributes have been created, the
types have been joined, etc. It should be possible to change this code
so that the attributes are added with the right order in the first
place, but I would like to do that after refactoring spline attribute
storage, and not for 3.0.
Differential Revision: https://developer.blender.org/D13074
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We run into float precision issues here, clamp the number of octaves to
one less, which has little to no visual difference. This was empirically
determined to work up to 16 before, but with additional inputs like
roughness only 15 appears to work.
Also adds misisng clamp for the geometry nodes implementation.
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Not sure why this bug was only discovered by such an elaborate steps
and why it took so long to be discovered. The root of the issue is
that in the 956c539e597a the typical flow of tag+flush+evaluate was
violated and tagging for visibility change happened after flush.
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Since rBb67fe05d4bea2d3c9efbd127e9d9dc3a897e89e6 collections
have a geometry component that depends on all the geometries
inside the collection. Contrary to what I originally thought
`ID_RECALC_COPY_ON_WRITE` does not trigger a collection geometry
update. This makes sense because a collection may change in ways
that do not require a geometry update.
Instead, we have to trigger the geometry update manually now by
passing `ID_RECALC_GEOMETRY` when appropriate.
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Also fix several wrong usages of `IFACE_` (as a reminder, error/info
messages should use `TIP_`, not `IFACE_`).
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My bad, forgot lower-level UI code does not handle translations itself.
Thanks to Hans Goudey (@HooglyBoogly) for the heads up.
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Currently, colored links overlay only supports standard sockets defined
by Blender. Some add-ons like Animation Nodes defines custom sockets for
everything and hence doesn't get colored sockets.
This patch uses the draw color from the socket type info to draw links
in order to support custom sockets.
Differential Revision: https://developer.blender.org/D13044
Reviewed By: Hans Goudey
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The 'new' `.cc`/`.hh` extensions were never added to UI message
extractor.
Related to T43295.
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The geometry node port of voronoi_smooth_f1 function has a
division by zero when smoothness is set to zero.
Using a safe_divide within the function causes issues
and was noted in the original patch D12725.
Solution in this case is to clamp zero smoothness to FLT_EPSILON.
Reviewed By: JacquesLucke
Maniphest Tasks: T92736
Differential Revision: https://developer.blender.org/D13069
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Need to make sure images needed for hair shaders are loaded
before running the shader.
The naming is a bit misleading, but this is an internal API
and we can change it easily. Submitting minimal patch needed
to fix logic in the code to make it safer to review for 3.0.
Differential Revision: https://developer.blender.org/D13067
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This resulted in an ASAN warning.
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Calling it with a None argument, or no arguments, or with a property
that is missing UI data for some reason would fail. There is no
particular reason why ensuring those things don't happen is helpful,
so just add null checks for safety.
Differential Revision: https://developer.blender.org/D13024
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Some compositor tests (e.g. `compositor_color_test`) broke
because of rB0c3b215e7d5456878b155d13440864f49ad1f230.
The issue was a heap-use-after-free bug caused by a missing
call to `MEM_CacheLimiter_unmanage`.
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Operators such as setting the object mode failed after calling
WM_OT_open_mainfile from Python.
Keep the window after loading a file outside the main event loop.
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Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate
whether an image failed to load. There were three possible values
which (probably) had the following meanings:
* `0`: There was an error while loading the image. Don't try to load again.
* `1`: Default value. Try to load the image.
* `2`: The image was loaded successfully.
This image-wide flag did not make sense unfortunately, because loading
may work for some frames of an image sequence but not for others.
Remember than an image data block can also contain a movie.
The purpose of the `->ok` flag was to serve as an optimization to avoid
trying to load a file over and over again when there is an error (e.g. the
file does not exist or is invalid). To get the optimization back, the patch
is changing `MovieCache` so that it can also cache failed load attempts.
As a consequence, `ibuf` is allowed to be `NULL` in a few more places.
I added the appropriate null checks.
This also solves issues when image sequences are used with the
Image Texture node in Geometry nodes (also see D12827).
Differential Revision: https://developer.blender.org/D12957
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Reported by Raimund58 in the chat, thanks!
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Caused by own {rB5aa3167e48b2}.
Related commit: {rBebaa3fcedd23}.
For stereo renders, `BKE_image_is_multilayer` is true, however we seem
to get to down to `space_image_gpu_texture_get` [where this is called]
from `IMAGE_cache_init` with a NULL Image->RenderResult.
So what then happens is that `BKE_image_multilayer_index` is called and
even though it has an appropriate codepath for stereo, it earlies out
and does not set multi_index correctly.
Still a bit puzzled why RenderResult is NULL for a render, but since
other places also check for a valid RenderResult before going down the
_multilayer_ route (and doing _multiview_ instead), now do the same
thing, BKE_image_multiview_index is now called in these cases (and seems
to behave correctly, checked with layers and passes and all seems to
display correctly, either in stereo or choosing individual eyes).
thx @jbakker & @brecht for double-checking.
Maniphest Tasks: T92608
Differential Revision: https://developer.blender.org/D13063
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The snap cursor continued to appear even when the workspace is changed for example.
So add the region to check in the cursor pool.
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Even though volumes can only have one material, it is still necessary to
allow assigning a material to a prodecurally created volume. This commit
adds volume support and a warning for when a non-constant selection is
used with a volume.
Fixes T92485
Differential Revision: https://developer.blender.org/D13037
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`extract_input` can only run once.
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New presets couldn't be added.
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The preset menu name was not renamed in 4ddad5a7ee5d.
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rBbe3e09ecec5372f switched the order for vertices referenced by the
start cap's corners, but it failed to account for the offset necessary
for edge indices, since the order changed.
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CyclesX introduced two new input sockets for the Principled BSDF node in
rB08031197250a. This change is now handled in the versioning code so that
Animation data targeting those sockets are now updated.
Files created with the last Blender release (2.93) or earlier are now
correctly versioned. Files created with 3.0 alpha/beta may need to be
manually updated.
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When node input sockets are animated, they target the socket by index.
As a result, animation data needs to be updated whenever new sockets are
added (except when they're added at the end of the list). The code for
this is now extracted into its own versioning function, so that it can
be used for other versioning steps as well.
No functional changes.
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Check SpaceSpreadsheet's runtime is not null when trying to duplicate
the data when doing an area split.
See D13047 for further details.
Differential Revision: https://developer.blender.org/D13047
Reviewed by Jacques Lucke
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A typical issue with popup handling: We have to respect the menu-region
and give it priority over the regular region for handling. In this case
there isn't a regular region in context even.
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Regression indroduced in rB69d6222481b4342dc2a153e62752145aa37ea101
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This reverts commit 7f1fe10595065128aab2a4aea4bc9c46e155053c.
Fixes: T92549
Root cause hasn't been discovered but assert failed at
keyframes_keylist.cc#793. Like some data is shared between threads.
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When using "Mark as Asset" the second time on an object (after having
done a "Mark as Asset" and then a "Clear Asset"), the old preview would
be re-used, even if the object was changed meanwhile. This is a bit of a
papercut, so always force previews to be re-rendered on "Mark as Asset".
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Ref D13053
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The name and tooltip were talking about file-lists, which exposes the
fact that the Asset Browser uses the File Browser code in the UI, which
we shouldn't do. This can confuse users.
Instead have a dedicated operator for the Asset Browser with a proper
name and tooltip.
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This patch adds support for selecting pointclouds.
Since pointclouds were not properly drawn to the selection buffer (as diagonsed by output from `glReadPixels` and Renderdoc), they were not able to be selectable by depth picking or occlusion queries. In `basic_engine`, objects were rendered with a shader which draws to a depth buffer but only assumes a single position vertex attribute. Pointclouds, though, require at least another vertex attribute `pos_inst` which provides the instance offsets. Thus, this patch adds another shader variant for pointclouds which supports these two attributes and renders the points appropriately.
{F11652666}
Addresses T92415
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13059
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Simple oversight.
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Differential Revision: https://developer.blender.org/D13039
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