Age | Commit message (Collapse) | Author |
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Before you could have the new sculpt symmetry code and the older weight
paint symmetry code active at the same time. This would lead to users
easily trashing their weigh paint data if they were not careful when
switching between modes.
Now the specific weight paint symmetry code is an exclusive toggle so
the user can't accidentally mirror strokes and vertex groups at the same
time. This also paves the way of supporting Y and Z symmetry in the
future for weight groups mirroring if we decide to add it in the future.
(As the UI part for it is done)
See https://developer.blender.org/D10426
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There isn't really a reason for why this has to return a copy of
the data instead of a reference.
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"Kind" is a bit less generic than "Info" for me. Especially, it implies
that the struct does not contain the name of a specific attribute
(for me anyway).
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Caused by rB85fe12071ad7.
When looking at a render pass in viewport and move the camera, there's a
"flash" effect in this AOVs test file:
{F9753476}
{F9753473}
The cause seems to be that taa_current_sample when rendering
(DRW_state_is_image_render()) is ok because it has been incremented in
EEVEE_temporal_sampling_draw but taa_current_sample is wrong when we are
not rendering.
D10375 by Ulysse Martin (youle) with clang format changes.
Reviewed By: jbakker, lichtwerk, also blessing from fclem
Differential Revision: https://developer.blender.org/D10375
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This allows accessing per-point attributes on the corner domain,
which can be useful e.g. when adding per-point displacement
to per-corner uv coordinates.
Also it is required to make an upcoming patch work well, that
makes the Point Distribute node use density weights per corner
instead of per point, giving the user more precise control over
the distribution.
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This makes vertex colors available in geometry nodes similar to
how uvs are available. They can be used using the attribute system.
Vertex colors are stored per corner (as are uvs, but not like vertex weights).
Ref T84297.
Differential Revision: https://developer.blender.org/D10454
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Previously, when a Geometry Nodes modifier outputs a point cloud
(e.g. generated using the Point Distribute node), other modifiers
could not use that data. Now, the point cloud data is converted to
mesh vertices for such modifiers.
Ref T85281.
Differential Revision: https://developer.blender.org/D10451
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Latest Xcode takes up 15GB, command line tools are only 1.2GB.
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All headers in the svn libraries should be
building with /W0 however MSVC 16.8/16.9
has broken this functionality making OpenVDB
emit lots of warnings.
The breakage was reported [1] in august to MS
but they still have not gotten around to
addressing the issue.
This change explicitly suppresses C4251 in the
module that emitted these warnings. As the warning
is useful in other parts of blender a localized
approach is taken rather than a global suppression.
[1] https://developercommunity.visualstudio.com/content/problem/1167590/bug.html
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The integer mode still needs a random value in a 0 to 1 range, just like
floats. So slightly refactor to let the integer randomization use the
float implementation and then round to an int afterwards.
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Making sure the rc tag doesn't get carried over to master.
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This is still a rolling release candidate with new builds every day
as a preparation to the final release.
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Function __bsf was in util/util_simd.h twice
problem located by @EAW on chat.
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And fix a (harmless) compiler warning.
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From the the opengl wiki:
> Buffer objects are associated with a program's uniform block similarly to the way that texture objects are associated with sampler uniforms.
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This commit extends the gpu python API with:
```
gpu.types.Buffer #"__init__", "to_list"
gpu.types.GPUTexture #"__init__", "clear", "read", "format"
gpu.types.GPUFrameBuffer #"__init__", "bind", "clear", "is_bound", "viewport", ("__enter__", "__exit__" with "GPUFrameBufferStackContext")
gpu.types.GPUUniformBuf #"__init__", "update"
gpu.state #"blend_set", "blend_get", "depth_test_set", "depth_test_get", "depth_mask_set", "depth_mask_get", "viewport_set", "viewport_get", "line_width_set", "line_width_get", "point_size_set", "color_mask_set", "face_culling_set", "front_facing_set", "program_point_size_set"
```
Add these methods to existing objects:
```
gpu.types.GPUShader #"uniform_sample", "uniform_buffer"
```
Maniphest Tasks: T80481
Differential Revision: https://developer.blender.org/D8826
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Based on patch contributed by Apple and Stefan Werner.
Ref D8237, T78710
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Ref D8237, T78710
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* Add processor independent fallbacks
* Use uint32_t and uint64_t types
* Remove unused functions
* Better comments and less indentation
Ref D8237, T78710
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* WITH_CPU_SSE was renamed to WITH_CPU_SIMD, and now covers both SSE and Neon.
* For macOS sse2neon.h is included as part of the precompiled libraries.
* For Linux it is enabled if the sse2neon.h header file is detected. However
this library does not have official releases and is not shipped with any Linux
distribution, so manual installation and configuration is required to get this
working.
Ref D8237, T78710
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In preparation of adding Neon support.
Ref D8237, T78710
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One of the sentences changed recently in rBc63df3b33f01 was missing
a word. No functional changes.
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Was reported for Geometry Nodes Editor "New" button, but was true for
any modifier added via modifiers.new().
Now just add appropriate nofifier.
Maniphest Tasks: T85722
Differential Revision: https://developer.blender.org/D10450
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The `material_index` attribute can adjust which material in the list
will be applied to each face of the mesh. There are two new things
about this attribute that haven't been exposed by the attribute API yet.
Each comes with limitations:
1. Integer data type: Most attribute nodes are currently written to use
float data types. This means that they can't write to this attribute
because they can't change the type of a built-in attribute.
2. Polygon domain: This is our first attribute using the polygon domain,
meaning until some of the interpolations are implemented, some
operations may not work as expected.
Currently the two nodes that work with this attribute are Attribute Fill
and Attribute Randomize.
Differential Revision: https://developer.blender.org/D10444
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When primitive offsets change we need to rebuild or refit BVHs, however this
was also tagging other data as modified too late in the geometry update process.
Now ensure only the BVHs are updated.
Ref D10441
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`py_` prefix can be confused with the Python's own API's.
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