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Affected by rB8621fdb10dc4
Crash if single-user data is created when we apply transform
on multi-user image data. Crash occurs because creation of new copy
was not handled in `single_obdata_users` for empty objects (image for example)
Reviewed By: dfelinto, mont29
Maniphest Tasks: T100040
Differential Revision: https://developer.blender.org/D15587
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The stroke points were changed but the bounding box calculation was not done and this produced a problem in any bounding box check done by different tools.
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Loading factory settings left the region NULL, causing the brushes
poll function to crash.
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Regression in [0] accessed the modifier type before NULL check.
[0]: 78fc5ea1c398f70d22cda72be33c105146c0d542
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Old name is confusing since SCULPT_TOOL_PAINT can paint
on images too, and it's planned for smear to as well.
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This was a missing feature and this commit solves this.
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There were two bugs, a regression in [0] and the object-data wasn't
tagged for depsgraph updating.
[0]: 19df0e3cfd5b9fed891ed81dd1123b2351605a7d
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Specifically BKE_texpaint_slots_refresh_object was being called, which
causes cycles to reset at strange times (like moving the mouse cursor
in pose, boundary and various other tools).
This (along with some code that checks if the pbvh pixels need
to be rebuilt) is only run if is_paint_mode (which used to be
needs_colors) is true.
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Note there is a bug in BKE_object_is_visible_in_viewport, it
returns false when the object is in local mode.
The transform operator poll should do a similar test. That
would allow us to move the test from sculpt_brush_strok_invoke
to SCULPT_mode_poll (at the moment we cannot do this due to
the brush operator falling through to the translate keymap
item in global view3d keymap).
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The falloff was applied to scale by error. Now, the falloff is only applied to the rotation.
Differential Revision: https://developer.blender.org/D15364
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Caused by [0] which made accessing the drag-start require a function
instead of being the value written into the event cursor coordinates.
[0]: b8960267dd51f9108b3b49e9b762e6b4d35ae1dc
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Baking assumed that color attributes could only have two configurations:
float color data type on vertices, or byte color type on face corners.
In reality the options can be combined to make four total options.
This commit handles the four cases explicitly with a somewhat
more scaleable approach (though this should really be C++ code).
Differential Revision: https://developer.blender.org/D15244
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Backport for the Blender 3.2 branch.
Differential Revision: https://developer.blender.org/D15355
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Crash happened because sequencer data was not initialized. Ensure data
is initialized before adding strip.
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There were two problems:
1) The checking of the collision was not working with one point only.
2) For one point, the masking was checked always and if the masking was not activated, the stroke was skipped.
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rB6edc9438a461 introduced code from a recent refactor (rB3772dda4ab1b),
which isn't part of 3.2, so undo that part.
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In perspective mode the snap point direction needs to be taken into
account to define which side of the face is being looked at.
If there is no face under the mouse cursor, there is no direction
adjustment and the element normal will be used.
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Solution by Jacques Lucke
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All of the operators in vertex paint mode didn't work properly with
the new color attribute system. They only worked on byte color type
attributes on the face corner domain.
Since there are four possible combinations of domains and types now,
it mostly ended up being simpler to convert the code to C++ and use
the geometry component API for retrieving attributes, interpolating
between domains, etc. The code changes ended up being fairly large,
but the result should be simpler now.
Differential Revision: https://developer.blender.org/D15261
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Crash caused by NULL dereference, when `Editing` is not initialized.
Check if data is initialized in poll function.
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When input file is changed, `orig_height` and `orig_width` fields are
reset, which causes thumbnail dimensions to be incorrectly calculated.
Only draw thumbnails if both mentioned fields are non 0.
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The old Python OBJ importer had a (somewhat confusingly named) "Keep
Vertex Order -> Poly Groups" option, that imported OBJ groups as
"vertex groups" on the resulting mesh. All vertices of any face were
assigned the vertex group, with a 1.0 weight.
The new C++ importer did not have this option. It was trying to do
something with vertex groups, but failing to actually achieve
anything :) -- the vertex groups were created on the wrong object
(later on overwritten by "nomain mesh to main mesh" operation);
vertex weights were set to 1.0/vertex_count, and each vertex was only
set to be in one group, even when it belongs to multiple faces from
different groups. End result was that to the user, vertex groups were
not visible/present at all (see T98874).
This patch adds the import option (named "Vertex Groups"), which is
off by default, and fixes the import code logic to actually do the
right thing. Tested on file from T98874; vertex groups are imported
just like with the Python importer.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15200
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There were two problems here:
1) Console warnings due to brush was None.
2) It was impossible to recreate a brush.
This patch fixes both issues and it is now possible to recreate any brush.
Differential Revision: https://developer.blender.org/D15213
Reviewed by: @dflelinto
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The importer was not doing a notification that the scene has changed, so
the bottom status bar scene stats info was not updated right after the
new OBJ import.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D15015
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Re-organize de-selection so that there is less conflict between tracking
and masking operators.
Still not fully ideal: the LMB selection does not de-select everything
now since the `mask.select` with `deselect_all` is only added to the
keymap when the RMB is the select mouse. While this is sub-optimal, this
seems to be how mask selection behaved in the Image Editor in 3.1.
Not sure it worth looking into a more complete fix, as it will likely be
too big to be safe for a corrective release.
Differential Revision: https://developer.blender.org/D15183
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This issue was only exposed by ba49345705a3. The ID pointer of the
material's parent tree-element wasn't actually pointing to an ID, but to
the list-base containing the IDs. It was just unlikely to cause issues
in practice, although an assert was thrown.
Just don't do anything if the object or object-data to unlink the
material from could not be found. The following commit will introduce a
error message about this.
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Instancing with geometry nodes uses just the evaluated Mesh, and ignores the
Object that it came from. That meant that it would try to look up the subsurf
modifier on the instancer object which does not have the subsurf modifier.
Instead of storing a session UUID and looking up the modifier data, store a
point to the subsurf modifier runtime data. Unlike the modifier data, this
runtime data is preserved across depsgraph CoW. It must be for the subdiv
descriptor contained in it to stay valid along with the draw cache.
As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime
data, reducing memory usage for meshes not using subdivision surfaces.
Also fixes T98693, issues with subdivision level >= 8 due to integer overflow.
Differential Revision: https://developer.blender.org/D15184
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The value of disabled buttons shouldn't be changed through dropping onto
it. Check for the disabled state in the drop operator poll, so the
dragging code will change the cursor to show that dropping isn't
possible at the given cursor location.
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This could spam the console with errors (potentionally slowing down in
cases).
Was added in rBeae36be372a6, but not used.
Maniphest Tasks: T98565
Differential Revision: https://developer.blender.org/D15113
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The initial point count check was only being done for Bezier curves.
This revision fixes T98624 by adding the check for NURBS curves as well.
Reviewed By: HooglyBoogly
Maniphest Tasks: T98624
Differential Revision: https://developer.blender.org/D15140
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Now that VR offscreen drawing accounts for object type visibility,
armatures should be displayed when specified.
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The operator set the color but the factor of the mix value was not updated and as the default value was 0, the color was not vivible and only worked when the stroke was previously painted.
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This was leading to some crashes and warnings such as:
"Code marked as unreachable has been executed. Please report this as a bug."
Differential Revision: https://developer.blender.org/D15116
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Regression in [0]. When zoomed in, we can be within the face of an
island but too far from an edge, in this case
uv_find_nearest_face_multi_ex is used instead of
uv_find_nearest_edge_multi with the consequence that hit.l cannot be
used in uvedit_uv_select_test (it is NULL).
Instead, use uvedit_face_select_test instead in this case.
[0]: d356edf420ba13b3a544dcc598a0e31a36e1d86c
Reviewed By: campbellbarton
Ref D15100
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The problem was that copying a `CDDerivedMesh` (`CDDM_copy`) doesn't
copy the `vert_normals` reference that it takes from a mesh. Since this
entire area is almost completely broken anyway (mainly in terms of
ownership handling), for now we can just avoid copying the `DerivedMesh`
in the zero levels case.
Longer term, this area should be refactored to remove `DerivedMesh`
and use the newer subdivision evaluation system.
Differential Revision: https://developer.blender.org/D15099
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linked to multiple scenes.
Crash happened because code could not find a valid base in current scene
after adding the object, added some checks for that.
Root of the issue was wrong assumptions in `BKE_object_add` logic, which
would pick the first valid ancestor collection in case initially
selected collection was not editable. In some case, this could pick a
collection not instanced in the current scene's view layer, leading to
not getting a valid base for the newly added object.
Addressed this by adding a new variant of `BKE_collection_object_add`,
`BKE_collection_viewlayer_object_add`, which ensures final collection is
in given viewlayer.
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Use the scale from the wmGizmo.matrix_final as a reference for the
arrow head-size.
Reviewed By: campbellbarton
Ref D15056
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The existing BUTTONS_OT_file_browse operator that's used for
uiTemplateImage layouts fails to work correctly with UDIM textures.
This is mainly due to it not realizing that it must tokenize the
filepath before signaling that an update has been made. It also doesn't
work correctly when executing its SHIFT-click behavior to open the image
in an external application. Lastly, it doesn't set the filters to Images
and Movies which is suboptimal for the user.
The new operator takes the unique features of BUTTONS_OT_file_browse
and creates a customized variant better suited for images.
Differential Revision: https://developer.blender.org/D14824
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Sculpt undo now detects if an attribute layer has
changed type/domain and unconverts it back. This
is a temporary workaround to a more fundamental
bug in the undo system.
Memfile undo assumes it can always rebuild the
application state from the prior undo step,
which isn't true with incremental undo systems.
The correct fix is to push an extra undo step prior
to running an operator if an incremental undo system
is active and the operator is using memfile undo.
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Removed OPTYPE_UNDO flags from the swap brush colors and
sample color operators. These types of operators are
not supposed to be undoable in the first place. Also
memfile undo is too buggy for it.
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See previous commit for an explanation of what went wrong. Similar to
the fix there, we also have to update the dragged data (e.g. the
data-block) referenced by the button.
Committing separately since this could cause further issues.
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In Blender buttons are recreated over redraws, except of the active
button which is kept alive, and replaces the new version of itself in
the new redraw. In order to do that, the button needs to be recognized.
This process of recognizing and matching buttons from different redraws
isn't always bullet-proof. That's okay-ish, but we have to make sure
that the relevant data of the old active button is updated with the
newest data.
Here the matching would go wrong, and the new active button was
recognized as the old active button, which was in fact removed when the
asset was cleared. This patch makes sure the image buffer attached to
the buttons is updated when buttons were recognized as matching.
Note that the dragging will still use the wrong data-block, this will be
fixed in the following commit.
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The operator assumed it was called on a mesh object, which has
mostly been the case because of lack of support for other object
types, but the new curves object is supported, which is the situation
in the report.
Differential Revision: https://developer.blender.org/D15063
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Some of the tools in sculpt mode were still referring to the previously experimental sculpt vertex colors.
They should instead refer to color attributes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15073
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This commits corrects the calculation of the Frame Node label size,
making it independent of the 'Line Width' user preference.
Since `U.dpi` is actually DPI divided by `U.pixelsize` and `U.pixelsize`
is calculated from line-width multiplying by `U.pixelsize` undoes
the connection between line-width and label size.
It now stays the same, regardless of the line-width setting.
Reviewed By: Julian Eisel, Harley Acheson
Differential Revision: https://developer.blender.org/D14338
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