Age | Commit message (Collapse) | Author |
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Ideally can use assert() checks instead of suppressing the check entirely,
but for now just fix compilation error quickly.
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Motion attributes expects mesh to have non-zero number of motion steps,
which was violated in the case when fluid mesh had motion blur disabled.
This is a bit of annoying fix, because of the order of updates. More
ideal solution would be to handle cached and fluid velocities in the
sync_mesh_motion() which ensures all the dependencies between settings.
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WITH_CYCLES_DEBUG was used for rendering BVH debugging passes. But since we
mainly use Embree an OptiX now, this information is no longer important.
WITH_CYCLES_DEBUG_NAN will enable additional checks for NaNs and invalid values
in the kernel, for Cycles developers. Previously these asserts where enabled in
all debug builds, but this is too likely to crash Blender in scenes that render
fine regardless of the NaNs. So this is behind a CMake option now.
Fixes T90240
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Makes it so Render Layers node in the compositor is updated as soon
as Use Denoising is changed for the final render.
Differential Revision: https://developer.blender.org/D12010
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This fixes a performance regression on Ampere cards, on specific scenes like
classroom. For cycles-x there is little difference, but this is still helpful
for LTS releases, and we need to upgrade at some point anyway.
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Differential Revision: https://developer.blender.org/D11950
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This reverts commit c971c851d38ad52779fa5d75c86bbfb83abf660b.
This change was part of the still-under-review patch D11489, which
hasn't been accepted yet.
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Cached OCIO processors were not freed, instead the color spaces were freed twice.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D12011
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This change transitions libmv/osd tests to our
blender_add_test_executable macro that explicitly
takes the include directories as a parameter.
This is in preparation for future clean-up of
global include directories.
Differential Revision: https://developer.blender.org/D12012
Reviewed By: sergey
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Addresses T76003. When using VR with Eevee and viewport denoising,
scene geometry could sometimes be occluded for one eye. Solution is
to use a separate GPUViewport/GPUOffscreen for each VR view instead
of reusing a single one for rendering.
Reviewed By: Julian Eisel, Clément Foucault
Differential Revision: http://developer.blender.org/D11858
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Improves control over the XR reference space by using the stage ref
space (user-defined tracking bounds) instead of local ref space
(position at application launch), if available. Also adds an
"absolute tracking" session option to skip applying eye offsets that
are normally added for placing users exactly at landmarks.
By enabling absolute tracking, users can define the tracking origin
in a way that is not linked to the headset position. Instead, the
tracking values given by the XR runtime are left unadjusted and a
user can manually calibrate an "origin" landmark object to adjust to
their real world space.
Can be useful for applications that use external tracking systems
and those that primarily only need to use controllers and not the
headset (e.g. motion capture).
The absolute tracking option requires an update to the VR
Scene Inspection addon to be accessible by regular users.
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D10946
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The same comments were written in clientToScreen and screenToClient in
GHOST. I corrected them.
Ref D11986
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Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :
Eevee :
{F10230448}
Cycles :
{F10230449}
Simply Fixed by replacing the Cycles UI code by the Eevee UI code.
Thanks to @Brainzman for helping me create this diff and translate
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11979
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Use C comments for plain text.
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* On RISC-V GCC 10.3 does not define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_n.
* Avoid a build error
"Please add support for your platform in build_config.h"
Cf: https://github.com/sergeyvfx/libNumaAPI/pull/3
Differential Revision: https://developer.blender.org/D11910
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Pass along the unmodified vector in this case.
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Correct X/Y mismatch in RetrackRegionTracker.
NOTE: This isn't used at the moment.
Reviewed By: sergey
Ref D11895
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Docs: https://docs.microsoft.com/en-us/cpp/preprocessor/predefined-macros
Differential Revision: https://developer.blender.org/D11460
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All platforms support the proper format string and it's already used in
various other places.
Differential Revision: https://developer.blender.org/D11460
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This was accidentally committed by rBecbf838feefc.
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This could lead to colors that are supposed to be exactly white to be slightly
darker.
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It was possible that render buffers and scene kernel data will be out
of sync because reset and scene update happens in different locks.
This is similar issue we've fixed in the Cycles X branch, so backported
relevant changes from there.
This change removes what seems to be unused feature kernel.
Differential Revision: https://developer.blender.org/D11828
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Also replace integer with bool in Ghost API when only used as boolean,
and uint8* with char* in Ghost API when variable is a string.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11617
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
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This patch extends D11695 to provide full support for Chinese and Korean
input on macOS.
Chinese input notes:
You can input symbolic characters (such as '! , '$') during Chinese input.
The difference from Japanese input is that multiple `insertText` may be
called with a single key down (`keyDown` method). This happens when you input
a symbolic character (such as '! , '$') during conversion.
The conversion is confirmed (`insertText`) and the symbolic character is
entered (`insertText`). To solve this problem, I have `result_text` to
concatenate the strings and store them in `result`.
Korean input notes:
Korean does not display a conversion suggestion window.
Like Chinese, Korean input may call multiple `insertText` methods. Also,
in Korean, the previous confirmation (`setMarkedText` and `insertText`) and
the next conversion is processed (`setMarkedText`) may be called
simultaneously with a single key down (`keyDown` method).
For example:
1. press g ㅎ (`setMarkedText`)
2. press k 하 (`setMarkedText`)
3. press t 앗 (`setMarkedText`)
4. press k 하세 (`setMarkedText`, `insertText`, `setMarkedText`)
Fixed so that the `insertText` and the last `setMarkedText` are processed.
Also, if a control character (such as Arrow, Enter) is input during Korean
input, the conversion will be confirmed (`setMarkedText`, `insertText`) and
the original control character will be processed.
In other words, if you press the left arrow key while typing in Korean, the
cursor will move to the left after the character is confirmed. Therefore, I
modified the `keyDown` method so that the `handleKeyEvent` is called again
after the `insertText` is processed in the `interpretKeyEvents` method.
Differential Revision: https://developer.blender.org/D11699
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Blender did not support to input East Asian characters (Chinese, Japanese,
Korean) on macOS. This patch adds support for Japanese input, by implementing
the appropriate processing for the NSTextInputClient protocol.
Technical notes:
* The conversion candidate window is drawn by the input method program calling
`firstRectForCharacterRange`.
* The string before confirmation (called `composite` in blender) is handled in
the `setMarkedText` method called by the input method program.
* The string after confirmation (called `result` in the blender) is processed
in the `insertText` method called by the input method program.
Ref T51283
Differential Revision: https://developer.blender.org/D11695
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Transparent bounces are independent of other bounces, so don't group
them together.
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