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Adds an exception so that the key-binding `control + Tab` does not get
duplicated as `command + Tab` on macOS because this is a global system
shortcut for the app switcher.
The key-binding `command + Tab` was shown for the operators “Toggle
Graph Editor“ and “Toggle Dope Sheet” in Dope Sheet and Graph Editor,
but only `control + Tab` actually worked.
Differential Revision: https://developer.blender.org/D10304
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This reverts commit 78011d712dc311768a501b31917f2eef27af753b.
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Fixed an issue that was causing the app icon to render with a
'plated' background color in the taskbar and other areas of Windows.
Updated all app icons in Microsoft Store package to match Microsoft's
design recommendations.
Added multiple scales for app icons for high resolution displays.
Added high contrast app icons.
Reviewed By: pablovazquez, jmonteath
Maniphest Tasks: T79356
Differential Revision: https://developer.blender.org/D9681
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Fix T83415: 3D View is red when using stereo
The red view was caused by SRGB not being enabled for an SRGB texture attached to the framebuffer.
Currently, when configuring a framebuffer, the first texture attachment needs to be an SRGB format in order for the framebuffer to be binded with SRGB enabled.
Thus, simply changing the SRGB texture attachment as the first texture attachment removes the red color in the view.
Reviewed By: #eevee_viewport, jbakker
Maniphest Tasks: T83415
Differential Revision: https://developer.blender.org/D9845
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This reverts commit 1a375d6eceed4c17f92fd90699645856e0951530.
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Script tool for automation of Steam build files for tasks like {T77348}
For in-depth information see the README.
Related Wiki page: https://wiki.blender.org/wiki/Process/Release_On_Steam
Reviewed By: jbakker
Maniphest Tasks: T77348
Differential Revision: https://developer.blender.org/D8429
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Windows
This is a workaround for T80804.
There's a startup crash that happens on 2.91.0 on Windows, an `EXCEPTION_ACCESS_VIOLATION`
on `atio6axx.dll`. It is triggered by `glClear` on the `detect_mip_render_workaround`
function. The workaround moves the function after the device/driver workaround section and
sets the flag to the affected one to avoid running the check.
It is deprecated hardware that has not meet the minimum requirements since 2.79, but is
still usable and this extends its usability a bit before the cards are finally blacklisted.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9667
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This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.
AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.
**Implementation**
The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.
The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.
**Future Developments**
* The AOV definitions in the render layer panel isn't shared with Cycles.
Cycles should be migrated to use the same viewlayer aovs. During a previous
attempt this failed as the AOV validation in cycles and in Blender have
implementation differences what made it crash when an aov name was invalid.
This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]
Reviewed By: Brecht van Lommel, Clément Foucault
Differential Revision: https://developer.blender.org/D7010
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During revision of {D8952} one of the comments was to make a function that converts the render percentage to a factor. This to avoid code duplication. However the duplicated code was already all over the compositor code. So in order to avoid this code duplication for {D8952} I propose to first cleanup the duplicated code and build patch {D8952} based on this clean up.
The method that converts the render percentage to a factor is put in the CompositorContext. Why? The CompositorContext keeps DNA information like the renderdata. DNA, and thus the CompositorContext, keeps the size of the render resolution in percentage (user oriented). The compositor needs the size of the render resolution as a factor. So the CompositorContext seems like the obvious place to have this conversion method.
Why not in de NodeBase? The method could've been added to the nodebase, but I wanted to keep the nodebase as clean as possible and not put simple "conversion" methods into this base class. Also I didn't really like the call flow: you'd always have to get the renderdata size from the context and then convert.
Putting it in the CompositorContext avoids this extra invoke of a call.
Why not in the Converter? See nodebase. And the Converter seems more like a class for "structural" and complex node tree conversions. Not the simple conversions.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D9566
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This patch adds an opacity slider to the wireframe overlay. The previous
wireframe in dense geometry scenes could be too dark and sometimes the
user just wants an impression of the geometry during modelling.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D7622
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The voxel remesher was using the voxel size to limit the shrink-wrap
projection distance. Now that distance is increased to help preserving
more detail on hard surface edges.
Reviewed By: pablodp606
Differential Revision: https://developer.blender.org/D6204
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With the new image editor drawing there were was some mutual exclusive
functionality. When rendering the alpha was shown correctly or the pure
emissive colors were shown correctly, but never both. The cause of this
is that the image_gpu did not used the correct alpha mode when generating
gpu textures for non-images (render results, compositors viewer)
The implementation always checked the alpha_mode. Alpha mode is an
attribute for images, but aren't set for non images. This patch adds
a more detailed check to ensure that the gpu texture is premultiplied.
The issue has been tested using several bug report files and production
files.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D8978
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This reverts commit c28432680971f54ebe95cc953606a3a4d3bc5c7c.
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The CPP Shader class does not initialize the interface attribute.
What will crash when deleting the shader.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8740
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`TH_UV_OTHERS` is a theme option that isn't hooked to anything since
blender 2.80. This patch will remove the option and related code.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D8669
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This code was left here after the refactor, it was doing nothing and it
was causing an assert.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8579
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This is done at drawtime automatically.
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Align items in the edit mesh context menus (reducing padding), for
consistency with other menus.
The root layout of menus doesn't add the padding, for sub-layouts
`align` has to be enabled.
{F8749633}
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D8480
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I spotted a duplicate struct declaration, so I had to check for other duplicated as well
There might be some other but i am not confident enough for deleting them
this regex search for duplicate ^(.*;)$\n(\1)$
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D8146
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View2DScrollers used the memory manager to allocate memory. This isn't a
problem but in a upcoming change the scrollers will be drawn more often
than it used to (See {D8066}). To limit the number of allocations and
frees this patch will use the stack for allocation.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D8076
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The memory leak is noticeable when using custom bone shapes. When using custom
bone shapes objects could be extracted twice. Where the second extraction can
overwrite data created by the first extraction what causes the memory leak.
Options that have been checked:
1. Use two task graphs phases. One for normal extraction (DST.task_graph) and
the other one will handle extractions that require blocking threads.
2. Keep a list of all objects that needs extraction and only start extraction
when all objects have been populated.
The second would slow performance as the extraction only happens when all
objects have been populated. In the future we might want to go for the second
option when we have the capability to render multiple viewports with a single
populate. As this design isn't clear this patch will implement the first
option.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7969
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Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D8021
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Differential Revision: https://developer.blender.org/D7888
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When packing the image the height of the tile was checked to the width
of the packing area. This resulted that the tile was ignored.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7784
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When using an external render engine Blender will still draw an OpenGL
depth buffer for the overlay engine to work correctly. Particle systems
were ignored, what lead to occluded hair and other artifacts.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7730
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Set useMatcap to ensure correct normal direction when using matcaps
in the workbench engine.
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It appears this slipped through the code review
Reviewed By: sebbas
Differential Revision: https://developer.blender.org/D6760
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There was too much image texture specific stuff in device_memory, and too
much code duplication between devices.
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Adding more Windows special folder locations, used when browsing or bookmarking.
Differential Revision: https://developer.blender.org/D7014
Reviewed by Brecht Van Lommel
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Removing the 'Large Cursors' option as it is no longer applicable or useful on any platform.
Differential Revision: https://developer.blender.org/D6958
Reviewed by Brecht Van Lommel
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A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
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Enables Windows 10 feature that automatically adjusts non-client area (title bar) on high-DPI displays.
Differential Revision: https://developer.blender.org/D6370
Reviewed by Brecht Van Lommel
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Adds a theme setting to specify color of widget text insertion cursor (caret).
Differential Revision: https://developer.blender.org/D6024
Reviewed by Campbell Barton
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Various small changes to Text Editor, mostly to do with scaling, alignment, and theme support.
Differential Revision: https://developer.blender.org/D6268
Reviewed by Campbell Barton
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Hover (active) widget states now affecting more elements and in a more consistent way.
Differential Revision: https://developer.blender.org/D6098
Reviewed by Campbell Barton
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Incorrect cursor shown for horizontal split when selected from edge context menu.
Differential Revision: https://developer.blender.org/D6124
Reviewed by Campbell Barton
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T70927
Maniphest Tasks: T70927
Differential Revision: https://developer.blender.org/D6097
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The issue was caused by crazy space distortion orientation happening
for subsurf modifier.
Solved by making it so subsurf only deforms the surface but keeps
matrices as-is. This is not fully mathematically correct, but is better
that the fall-back solution which was doing wrong matrices anyway.
Also, this is closer to have subsurf was handled prior to the
related changes.
Reviewed By: brecht, pablodp606
Differential Revision: https://developer.blender.org/D5991
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Allows file browser folders to be shown in a theme-selectable color, default of manila.
Differential Revision: https://developer.blender.org/D5713
Reviewed by Brecht Van Lommel
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Replaces the large icons used in the File Browser with updated versions by Andrzej Ambroz (jendrzych).
Differential Revision: https://developer.blender.org/D5698
Reviewed by Brecht Van Lommel
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Reviewed By: brecht, lichtwerk
Maniphest Tasks: T69384
Differential Revision: https://developer.blender.org/D5652
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Join area tolerance not properly checking all vertices on shared edge.
Differential Revision: https://developer.blender.org/D5662
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Improved error handling of Join Area operator in cased it is passed cursor position that is not valid.
Differential Revision: https://developer.blender.org/D5598
Reviewed by Brecht Van Lommel
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Adds more options to the context menu that pops up on area edges. Both Split types, Join, and Swap.
Differential Revision: https://developer.blender.org/D5459
Reviewed by Brecht Van Lommel
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