Age | Commit message (Collapse) | Author |
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The logic of skipping selected handles was inverted
and confusing.
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The original fix for T97366 was too restrictive and breaks real-world
cases of single-file UDIM textures. See D13297 for an example.
This patch effectively reverts the original fix and instead fixes the
downstream code to accept single-file ranges as necessary.
Note: This means it is very important for users to make use of the
"UDIM detection" option during `image.open` or drag n' drop scenarios in
order to declare their intent when loading their files.
Differential Revision: https://developer.blender.org/D14853
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After recent changes to Nishita sky to clamp negative colors, the pixels ended
up a bit brighter which lead to them exceeding the half float max value. The
CUDA float to half function seems to need clamping.
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IPO data-block types are deprecated since 2.5. Don't show them in the
Outliner at all.
Differential Revision: https://developer.blender.org/D15049
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Such as AMD Radeon RX 6700S.
Differential Revision: https://developer.blender.org/D13495
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Code was not yet updated to use generic attributes for vertex colors. This also
makes generic attributes work for adaptive subdivision.
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This bug was introduced in commit https://developer.blender.org/rB5188c14718c56e4d088d3c5bb3ce3ed9ed8b7bdc because the object transform was not applied when baking the object.
Thanks to @frogstomp for the head up.
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After removing the default 'Home' shortcut for "Frame All", a NDOF (3D
Mouse) default shortcut was still available for the operator. The event
filtering introduced in 4357fb63db77 was missing the NDOF filtering
logic. So while the context menu correctly found the NDOF keymap item,
its actual shortcut change/removal code incorrectly filtered out the
NDOF keymap items and thus failed to find the item.
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This is a regression caused by a230445caec6.
The internal cause of the issue was that the synchronization component
was no longer tagged as visible (and hence not evaluated) as it not
connected to any directly visible IDs.
Changed the logic in a way that if any component of an ID is evaluated
the synchronization component will be evaluated as well.
The naming of the flag in the component node is a bit confusing, but
for the simplicity of the change for the upcoming release left it
unchanged.
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`BKE_id_delete` should only check for consistency of user count with
regards to the tags and flags of the ID, not 'protect' nor even warn in
case a 'fake user' ID is deleted (such higher-level checks are to be
handled by higher-level code).
Also replace the assert + debug print by a CLOG error, this avoids
'assert crash' while still failing tests, and always producing a useful
message.
Fixes T98374 and T98260.
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Contrary to coarse extraction, GPU extraction uses the same buffer for
the coarse data, only the final GPU buffer needs to be offset.
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The face dots normals may not be always requested, thus leading to a
crash by null pointer dereference.
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Sorting faces caused the tessellation data to be outdated,
making faces show the wrong materials.
Re-calculate tessellation when re-ordering faces.
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A follow up on the fix for T98145 for the 2.7x keymap.
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Callbacks used in the gizmo operator template don't support updating
while being dragged, set the EXCLUDE_MODAL flag so the offsets
aren't accumulated. Also fix the offset being applied twice to the
move gizmo.
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This was not effectively doing anything anymore, time to remove it.
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A global variable was mistakenly used here which would accumulate the
vertex attributes (leading to an assertion failure after a while), use
the wrong number of components depending on the attribute data type,
among other issues.
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This was caused by a wrong mass rename on a piece of code used only on
older hardware.
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Faces, edges, and vertices are still shown when GPU subdivision is
actived. This is because the related edit mode flags were ignored by the
subdivision code.
The flags are now passed to the various compute shaders mostly as part of
the extra coarse data, also used for e.g. selection. For loose edges, a
temporary buffer is created when extracting them. Loose vertices are
already taken into account as it reuses the routines for coarse mesh
extraction, although `MeshRenderData.use_hide` was not initialized,
which is fixed now.
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Weird file where the proxy object has a `proxy_group` pointer, which
does not instantiate any collection...
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When appending an already linked data, `BKE_blendfile_append` would not
properly substitute the `item->new_id` pointer of link/append context
items with the local duplicate of the linked ID.
This would cause drag'n'drop of assets to work incorrectly in some
cases. Fixes part of T95706 and T97320.
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Regression in [0] which removed the call to BVH-tree recalculation
before calculating the selection.
Instead of recalculating the BVH-tree, postpone recalculating mesh data
until after the selection has been calculated.
[0]: 6e77afe6ec7b6a73f218f1fef264758abcbc778a
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Added in [0] but isn't needed as all needed variables are in the
ViewContext. Avoid passing in the context is it makes debugging
issues with MESH_OT_knife_project more difficult to investigate since
it's possible values written to the ViewContext are ignored.
[0]: 6e77afe6ec7b6a73f218f1fef264758abcbc778a
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When no image user is known the last used frame of the image is used to
read a frame. When partial updating an image there is always an image user
that would use a zerod out image user, meaning the frame number is set to 0
when using the clone tool.
This fix syncs the frame with the last used frame of the image to ensure
that the buffer exists. There is a bailout in the overlay_edit_uv.c.
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Thanks Germano for pointing it out.
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8f79fa9c6780 was an attempt to fix this already, but it didn't quite
work. Problem was that the tooltip was messing with the drop-box and
operator properties, setting the name property for its own internal
logic. This name property would then be used rather than the session
UUID to query the material, which gave the wrong material (linking can
result in multiple IDs of the same type with the same name). A followup
commit will further sanitize this.
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More and more of the drop operations are being switched to use the ID's
session UUID rather than the name, but the cleanup after a drop operator
was cancelled assumed they would set the name. They will now first
attempt to use the session UUID and fallback to the name if needed.
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widget.
Shift-click on the 'linked' button in an ID template widget would fail
to properly remap that usage of the linked ID to the newly created
liboverride.
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Add notifier such that the Motion Paths panel in the Object Properties tab
gets redrawn, after using the Create Motion Path button.
The reason it didn't update was that the button actually triggers a popup,
and then executes in the context of that popup. It now actually emits a
`ND_DRAW_ANIMVIZ` notifier, and ensures that the panel redraws on that.
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Skip changing the data type in the node if it is not known.
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It is a know issue that split normals aren't supported when using high
quality normals in the viewport. Some AMD platforms were pushed to use
high quality normals to work around a driver bug where 1010102 texture
formats `GL_INT_2_10_10_10_REV` wasn't uploaded to the GPU.
This change will remove commonly used polaris platforms from the
work-around. This has been tested with a RX480 against the latest AMD
whql drivers (22.5.1). Users need to ensure that they use the latest
drivers that are available on their platform.
Although this change doesn't fix the underlying issue to support edit
normals when high quality normals are enabled. It will not force that
common platforms cannot use a feature as their platform is forced into
using a work-around.
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This was caused by the nodetree branch duplication not handling incoming
links to the copied node, making all bsdfs nodes use their default values.
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Just use an existing function from blenlib instead of implementing a new version.
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Adding node groups can change depsgraph relations, so the depsgraph
has to be rebuild.
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For vectors and colors to be not equal, it is enough when they are not equal
in one component.
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Since rBb47c5505aa37, Batchs containing GPUIndexBuf initialized via
a PyObject with buffer protocol no longer work.
This was because of an unsafe optimization in the GPUIndexBuf module
for Python.
So remove this micro-optimization.
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When saving from the menu the region was not set,
causing the last region in `area->regionbase` to be used
as the region was assigned before comparison.
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* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
Since it's variable now easiest to just always read from the texture
than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.
Ref T68926
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Regenerate blackbody RGB curve fit to not clamp values, and extend down to
800K since it does now change below 965K.
Note that as before, blackbody is only defined in the range 800K to 12000K
and has a fixed value outside of that. But within that range there should
be no more unnecessary gamut clamping.
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917c096be6b9 applied to objects only, this also applies the same fix for
the general 3D View drop operations, e.g. used for dragging materials,
images, worlds, etc.
This is needed to fix T95706, but apparently something else is still
going on. Needs further investigation.
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Move them to a more accessible place, so that other operators in
different files can use them. The following commit needs this.
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The operators to handle object drag and drop (from the asset browser,
outliner, etc.) used the object name to find the object to add and
place. This is problematic with linking and/or library overrides, since
this may lead to multiple objects with the same name. So the wrong
object would be used by the drop operators.
Partially fixes T97320. T95706 probably needs the same fix but for
materials.
As a side-effect, the "Name" button won't show up in the Adjust Last
Operation panel anymore. This isn't really useful, and I doubt this was
ever intentionally exposed in the UI.
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is translated in menu.
Those type of entries have to be tagged as not translatable...
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Steps to reproduce were:
- Open Clip Editor
- Call "Open Clip" (e.g. Alt+O)
- Select video file
The file wouldn't be loaded into the Clip Editor.
Caused by 7849b56c3c41.
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This is part of a fix for T88570, where the file selector would crash
when activated multiple times.
Calling save multiple times would free the operator, leaving a dangling
pointer which was used when panels were visible that accessed the
"active_operator".
Reviewed By: Severin
Ref D14905
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Existing code to replace the file operation was failing when done from
the window for the file operation itself.
Basically, this patch does two things:
- Implement a well defined window context to use as the "owner" or
"root" of the File Browser. This will be used for managing the File
Browser and to execute the file operation, even after the File Browser
was closed.
- Ensure the context is valid when dealing with file File Browser event
handlers.
Previously the window context just wasn't well defined and just happened
to work well enough in most cases. Addressing this may unveil further
issues, see T88570#1355740.
Differential Revision: https://developer.blender.org/D13441
Reviewed by: Campbell Barton
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This has been replaced by `draw_object_infos`.
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This was caused by a missing `normalize`.
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