Age | Commit message (Collapse) | Author |
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Fix the data management bug where evaluation of lattice objects would
write back to the CoW copy of the Lattice ID, even when that copy was
shared between objects.
Each lattice object evaluation now stores its own evaluated data copy
via `BKE_object_eval_assign_data()`.
Reviewed By: sergey
Maniphest Tasks: T78650
Differential Revision: https://developer.blender.org/D10790
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Python
Previously, the code expected the id property to have the `IDP_FLOAT` type.
However, when assigning a Python float (which is a double internally)
to an id property, it would change the type to `IDP_DOUBLE`.
The fix is to allow both types in the geometry nodes modifier.
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UI hints should only be modified when the depsgraph is active.
Otherwise two threads evaluating the same object in different depsgraphs
can conflict with each other.
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It used to give a warning so test cases couldn't fail. This has been
changed in the test case so we could use an error here.
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This is functionality that isn't accessible via the user interface. The
API allows the creation and modification of an override template that
holds rules that needs to be checked when overriding the asset.
The API is setup that it cannot be changed after creation. Later on when
the system is more mature we will allow changing overrides operations.
NOTE: This is an experimental feature and should not be used in productions.
Reviewed By: mont29, sebbas
Differential Revision: https://developer.blender.org/D10792
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The meaning of the return value wasn't obvious.
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Was wrongly added back with the anti aliasing node patch.
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Respect the distance argument to EDBM_face_find_nearest,
when zero, sample a single pixel, otherwise sample a region.
Knife uses the selection-buffer to pick a face when the ray-cast failed.
This was meant to allow snapping to nearby faces however as the margin
was ignored, it was only used in edge cases where the ray-cast missed
but the pixel didn't.
Now the face-picking threshold is working as expected.
Note that other callers to EDBM_face_find_nearest have been updated
so set their distance argument to zero so this only impacts the knife.
Regular selection and path select could be modified separately if users
prefer this behavior.
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Resolve logical error in edbm_shortest_path_pick_invoke
where any discrepancy between EDBM_unified_findnearest and
edbm_elem_find_nearest caused the active-object to be cleared.
While it's not a problem at the moment, using a larger threshold
for path picking exposes the error.
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The points were too small on hi-dpi displays.
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In this case, the cage location was left zeroed which was then
projected back onto the screen to find the nearest screen space
edge/vertex.
This made snapping to the vertex/edge fail in some corner-cases
where it was intended to work.
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This is an implementation of Enhanced Subpixel Morphological Antialiasing (SMAA)
The algorithm was proposed by:
Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Diego Gutierrez
This node provides only SMAA 1x mode, so the operation will be done with no spatial
multisampling nor temporal supersampling. See Patch for comparisons.
The existing AA operation seems to be used only for binary images by some other nodes.
Using SMAA for binary images needs no important parameter such as "threshold", so we
perhaps can switch the operation to SMAA, though that changes existing behavior.
Notes:
1. The program code assumes the screen coordinates are DirectX style that the
vertical direction is upside-down, so "top" and "bottom" actually represent bottom
and top, respectively.
Thanks for Habib Gahbiche (zazizizou) to polish and finalize this patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D2411
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Reduce the maximum number of queries to find the face under the
mouse cursor from 6x to 2x on cursor motion.
Calculating the screen-space detail could perform 2x look-ups
which have already been calculated.
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Knife snapping logic assumed having a face under the cursor meant
the projected positions were set.
This is not always the case as failure to ray-cast uses the back-buffer
as a fallback.
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For projection painting tools besides the `DRAW` tool:
- Don't show the texture from viewport stencil drawing.
- Don't show the texture panel.
Based on D10564 by @lichtwerk with own changes.
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Check for indirect ID use after other simple user count checks are made.
Also assert ED_object_base_free_and_unlink_no_indirect_check object
argument isn't indirectly used.
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The grease-pencil parent check was enabled when deleting objects,
when previously it was only done when unlinking.
While harmless, the previous logic is correct.
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Check LIB_TAG_COPIED_ON_WRITE instead of LIB_TAG_NO_MAIN,
matching the behavior of rigid-body shared data.
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da160dc32d1518dc3e59a8fb7995b59c88870444 exposed a bug in
`BKE_id_multi_tagged_delete` causing a memory leak in soft-body that
made `physics_softbody` test fail.
Use a loop to remove ID's to keep tests working until T86992 is fixed.
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Tracing images to grease pencil objects creates sometimes artifacts, as seen, for example, when tracing the attached image. {F9910821}
I have found the same behavior both in the 2.92 release and in the current 2.93 master.
The artifacts are caused by a variable that's not initialized or updated when finding a point tagged as POTRACE_CORNER.
This patch solves this issue.
Maniphest Tasks: T86967
Differential Revision: https://developer.blender.org/D10832
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If the selection order is not used, need to put the strokes in inverse order because the Hash Iter returns the strokes in inverse order.
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- comment added in struct `KnifeTool_OpData`
- struct pointer name `lst` updated to `list` ( Guess its more readable )
- `KNF_MODEL_IGNORE_SNAP_ON` updated to `KNF_MODAL_IGNORE_SNAP_ON`
- `KNF_MODEL_IGNORE_SNAP_OFF` updated to `KNF_MODAL_IGNORE_SNAP_OFF`
Ref D10824
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Use uvedit_uv_select_test which accounts for UV Sync selection.
Ref D10830
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This matches cursor center operator from the 3D view.
Reviewed By: campbellbarton
Resolves T70142
Ref D8271
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Follow documented convention for file naming.
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The `object_delete_exec` lead to `BKE_library_ID_is_indirectly_used`
being called twice. With this patch deleting is around 20% faster.
Example when deleting 10000 objects:
Current: 35.6s
This patch: 18.8s (updated, last rev 29.7s)
Reviewed By: campbellbarton
Ref D9857
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Reviewed By: #platform_macos, brecht
Maniphest Tasks: T86579
Differential Revision: https://developer.blender.org/D10664
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Changes made:
* Add OpenMP linker flags.
* Copy the libomp.dylib to `2.93/lib/libomp.dylib`.
* Change the `LC_LOAD_DYLIB` item such that
the lib is found at `bpy.so/../../Resources/2.93/lib/libomp.dylib`.
Installation is done by D10664.
Reviewed By: #platform_macos, brecht
Maniphest Tasks: T86579
Differential Revision: https://developer.blender.org/D10657
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overrides.
One can only resync, reset, delete etc. locl overrides, linked ones are
basically regular linked IDs and fully not editable.
Reported by Demeter from the Studio, thanks.
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Although "Grid" may not be techincally correct since a grid could be 3D,
it was decided to rename the "Plane" primtive to "Grid". The primitive
node allows subdivisions, so the name is more consistent with the
operator in the 3D view.
Ref T86819
This commit includes a file subversion bump for the versioning.
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Changing to a more informative 'Weight Paint' rather than 'WPaint'.
Differential Revision: https://developer.blender.org/D9905
Reviewed by Julian Eisel
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Change `float to boolean` and `int32 to boolean` to return false for zero and negative values.
This aligns with how artists would expect these values to work. This is in contrast to what a coder would expect. It was determined on blender.chat that this was a better default. This means that a negative float value would give a boolean false.
Change `Color4f to boolean` to return false for zero and negative grayscale values.
Likewise, for color to boolean, to account for negative value colors, the grayscale value would be used for determining if a colour was false or not.
See {T86454}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10685
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Activation distance for multi input sockets had different length
dependend of dpi factor. That caused jumping when activation distance
became shorter than snapping distance.
Fixed by removing activation distance and using same function
which is used to evaluate snapping.
Reviewer: Dalai Felinto
Differential Revision: https://developer.blender.org/D10809
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This patch adds support for the remaining operations of the Vector Math
node within Geometry Nodes. While the operations are already available
in the UI, they hadn't been implemented, yet. With this patch the node
uses the implementation that was added for the Attribute Vector Math
node - similar to how it's handled with the Math node and Attribute
Math node.
Differential Revision: https://developer.blender.org/D10650
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Warnings in tooltips were using inconsistent formatting, some in
parantheses, some not, some in caps, others not, some on new lines,
some not, etc.
This patch uses a consistent new line and no capitals for these cases.
Differential Revision: https://developer.blender.org/D9904
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Now that we have `ATTR_DOMAIN_AUTO`, it makes sense to use it to skip
automatic domain interpolation. This can make code that depends on the
non-interpolated domain of the attribute a bit simpler.
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This is runtime only data, no need to deal with it.
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The calculation of the 2D point was wrong when using orthographic mode.
Also small cleanup in float3 variable.
Differential Revision: https://developer.blender.org/D10828
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