Age | Commit message (Collapse) | Author |
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Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
Ideally this should be solved in float2/float3 itself, but my first fix for
that resulted in a compile error: rB6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82
This is an alternative fix that can be used for now. Will have to look
into the conversion in more detail again.
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This reverts commit 6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82.
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Was happening when there are deform modifiers prior to the multires.
There are detail in the comment around sculpt_undo_refine_subdiv(),
but briefly: the subdiv was refined with wrong base mesh coordinates.
Differential Revision: https://developer.blender.org/D10158
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Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
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We will need to expand this node soon to add weight/count for different
elements inside the collection. For that it is better to have the node
to use its own DNA.
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Thanks to that same point cache being exposed in **four** different RNA
paths (twice in particle system, and twice in its embedded cloth
simulation settings).
Only way is to also make particle system overridable.
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The masking was not working as expected and allowed to paint non selected strokes.
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Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
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Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
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When multiple objects were in edit-mode,
only the active object would exit edit-mode.
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This is done by convention in the outliner and dope-sheet.
Missing edit-mode exit causes glitches with mixed object/edit-mode undo.
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Regression from d8992192e5512380f57433df113f3e3f8b22f7cb
The original code relied on having a separate edit-object pointer
than the active object.
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While the previous fix for T84920 is correct, the crash could still be
triggered by changing the active object while in edit-mode.
Ensure stale data isn't used by tagging for depsgraph update when
edit-mode data is freed on undo.
While exiting edit-mode normally does this, it's possible to set the
active object to a non edit-mode mesh, skipping the mode-switch
operator and it's depsgraph tagging.
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Regression from d8992192e5512380f57433df113f3e3f8b22f7cb
The original code relied on having a separate edit-object pointer
than the active object.
Use a utility function to avoid code duplication as there are
other areas that have similar functionality.
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Selecting markers and cameras could crash when in edit-mode.
Only support this in object mode as mode-switching as part of
activating cameras doesn't seem like a priority.
This has the same root cause as T84920.
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This uses the values form the stroke automasking cache to control the
falloff of all deformers in the boundary brush. Usually this is already
considered in the general brush falloff function for the rest of the
brushes, but this is one of the exceptions where the brush implements
its custom falloff.
Reviewed By: JacquesLucke
Maniphest Tasks: T84896
Differential Revision: https://developer.blender.org/D10161
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E.g. the graph editor channels list would still show the old name of a material
that was renamed in the Outliner. Same for the Asset Browser when showing
data-blocks in the "Current File" repository.
The Outliner didn't send the notifier for some data-block types that editors
listen to for data-block name changes.
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The "Current File" asset library didn't get refreshed after the data-block name
changed. But rather than entirely refreshing the file list, or doing possibly
problematic partial refreshes, reference the data-block name directly, so a
simple redraw gets the new name displayed.
Addresses T83751
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To avoid unexpected behavior and desync issues with
stroke and curve data, the interpolation operators are deactivated
in curve edit mode.
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Mouse cursors used during transforms made to work better with changes of user scale and line width.
Differential Revision: https://developer.blender.org/D9668
Reviewed by Campbell Barton
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Differential Revision: https://developer.blender.org/D10165
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This node allows sampling a texture for every vertex based on some
mapping attribute. Typical attribute names are the name of a uv map
(e.g. "UVMap") and "position". However, every attribute that can be
converted to a vector implicitly is supported.
It should be noted that as of right now, uv map attributes can only be
accessed after a Point Distribute node.
Ref T82584.
Differential Revision: https://developer.blender.org/D10121
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This was related to the changes for Layer and Frame duplication.
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This option allows to duplicate the layer and keyframes but without copying the strokes. This is very handy for the cleanup and paint process.
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Now it's possible to copy only part of the data. This will be used in future operators.
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Avoid using two or three chars names when it's not absolutely obvious
what they mean.
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The Asset Browser is still considered an experimental feature right now. But it
can be enabled by default for alpha builds, to get further testing and
feedback. It will hopefully be a non-experimental feature by the end of bcon1.
This is done in agreement with Dalai.
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Spotted by Jacques, thanks!
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The previous spelling cleanup did not catch this, so didn't the
review of the coming proportional editing code change.
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For the most part, this just adds boilerplate code for volume support in geometry nodes:
* Add `VolumeComponent` next to `MeshComponent`, etc.
* Support `VolumeComponent` in depsgraph object iterator.
Furthermore, I added initial volume support in a few nodes:
* The Object Info node outputs an object instance when the input is a volume object
(that will be the same for mesh objects soonish, to avoid copies).
* Support transforming a `VolumeComponent` in the Transform node.
* Support the `VolumeComponent` in Join Geometry nodes, but only when just one of the
inputs has a volume component for now.
Right now, there is no way to create a `VolumeComponent`, because the Object Info node
outputs an object instance. The `VolumeComponent` will be necessary for upcoming nodes,
which will generate volumes on the fly.
Viewport selection does not work correctly with `VolumeComponent`s currently. I don't
know why that is. That can be figured out a bit later, once we can actually create
new volumes in geometry nodes.
Ref T84604.
Differential Revision: https://developer.blender.org/D10147
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Uninitialized stack memory was being re-used in a loop.
Error in original commit from 04f81c8225f28ba9722cc06dc7f2d8a4d72a3fa3
This happened to work as the same memory location was re-used
between iterations and not overwritten.
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