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This is a slight refactoring of the Win32 IME code to remove the use of
Language IDs, which is now strongly deprecated. Instead this uses the
new recommended Locale Names, ie ISO-639-1 2-letter abbreviated names
like "en" for English rather than ID 0x09.
See D12143 for more details.
Differential Revision: https://developer.blender.org/D12143
Reviewed by Ray Molenkamp
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Caused by 4f64fa4f8628.
Was a bad backport from the Cycles X branch: the fact that CPU and GPU
has different reset code paths was not taken into account.
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No functional changes.
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This is a backport of recent development in the Cycles X branch.
Fixes possible dead-lock in viewport rendering when exiting at an
exact bad moment (couldn't reproduce in master branch, but in the
cycles-x branch it was happening every now and then).
Differential Revision: https://developer.blender.org/D12154
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Makes it consistent with the guidelines and the Cycles X branch, and
allows to backport fix for the viewport update from the branch. Will
cause a merge conflict, which should be simple accept-ours in the
branch.
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The Xcode IDE can also benefit from the options:
- WINDOWS_USE_VISUAL_STUDIO_SOURCE_FOLDERS
- WINDOWS_USE_VISUAL_STUDIO_PROJECT_FOLDERS
So add suport to these options and also renames them as they are no
longer limited to just Windows and Visual Studio.
Reviewed By: brecht, ankitm
Differential Revision: https://developer.blender.org/D12132
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The immediate reason for this is that we want to be able to initialize them
to different defaults for light objects, which is hard with Python properties.
But in general it is useful to be able to share these with other renderers.
As a side effect, Eevee now supports a per-object holdout instead of only
per-collection.
Differential Revision: https://developer.blender.org/D12133
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Addresses the remaining portions of T77137 (Python API for Controller
Interaction), which was partially completed by D10942.
Adds an XR "action maps" system for loading XR action data from a
Python script. Action maps are accessible via the Python API, and are used
to pass default actions to the VR session during the
xr_session_start_pre() callback.
Since action maps are stored only as runtime data, they will be
cleaned up with the rest of the VR runtime data on file read or exit.
Reviewed By: Julian Eisel, Hans Goudey
Differential Revision: https://developer.blender.org/D10943
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Provides several important improvements to the runtime action
bindings operation and internal API.
Moves input-specific action data (input thresholds, input regions,
pose offsets/spaces) from actions to more granular action bindings.
This allows a single action to be mapped to a variety of inputs,
without having to share a single input threshold, region, or space.
Also removes the need for action space creation API, as spaces for
pose actions will be automatically created with the bindings.
The correct action data for the current inputs is set by calling
xrGetCurrentInteractionProfile() to get the current profile and then
retrieving the corresponding mapped data.
Does not bring about any changes for users since only internal
runtime functionality is currently affected.
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D12077
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GHOST_ImeWin32::SetInputLanguage() has a confusing name because it does
not set the input language. It actually retrieves the current input
locale from the OS and caches the value of the current input language
ID. Therefore this patch renames it to "UpdateInputLanguage"
Differential Revision: https://developer.blender.org/D12134
Reviewed by Ray Molenkamp
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This removes one member of GHOST_ImeWin32 that is not used and cannot
be used in the future. It is holding the result of ImmIsIME, which is
whether an input language supports IME. It does not indicate that one
is in use, turned on, composing, in English mode, etc.
see D12131 for more information.
Differential Revision: https://developer.blender.org/D12131
Reviewed by Ray Molenkamp
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Bring it in line with Eevee.
Differential Revision: https://developer.blender.org/D11982
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The goal: allow to easily use AO approximation in scenes which combines
both small and large scale objects.
The idea: use per-object AO distance which will allow to override world
settings. Instancer object will "propagate" its AO distance to all its
instances unless the instance defines own distance (this allows to
modify AO distance in the shot files, without requiring to modify props
used in the shots.
Available from the new Fats GI Approximation panel in object properties.
Differential Revision: https://developer.blender.org/D12112
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This commit uses OpenVDB more directly for the voxel remesher, without
the extra indirection of copying to a Blender API. This makes the code
simpler, shorter, and easier to understand (though I didn't observe any
performance improvement).
This also removes the rest of the unused and undocumented OpenVDB C API,
which was written when Blender's code didn't really use C++, and doesn't
serve a purpose anymore. Those features will be implemented as nodes in
the future anyway (see D12100).
Differential Revision: https://developer.blender.org/D12097
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When entering characters using IME on Windows, Japanese and Chinese
will both usually result in the first keystroke being duplicated. The
problem is that we are informed too late, after the first key is
pressed, that we are IME composing. This patch ensures we are entering
non-English characters using ImmGetConversionStatus() and then deals
with editing keys (like arrows and backspace) on a per-language basis.
see D11929 for more details.
Differential Revision: https://developer.blender.org/D11929
Reviewed by Brecht Van Lommel
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- Use `int` instead of `unsigned int` for mesh indices
- Use C++ types (Array, float3, IndexRange)
- Use range based for loops
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After the switch to enable EGL over GLX. No need to print this debugging
information always.
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Running multiple times would re-indent differently.
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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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