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Resolving the path to a missing pose-bone (for example),
was not raising an error as it should have.
Regression introduced in f9ccd26b037d43f2490d1f0263e45e775d30473d,
which didn't update collection lookup logic to fail in the case the
key of a collection wasn't found.
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Currently, custom sockets are no longer supported for automatic linking
when dropping a node on a link. This is because SOCK_CUSTOM is given a
negative priority and is ignored. To fix this, SOCK_CUSTOM is now given
the lowest priority and the rest of the sockets got their priority
incremented.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13403
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This patch replaces `round_fl_to_int` with `floor` and adjusts the
maximum value accordingly. The call to `round_fl_to_int` is problematic
here because it messes with the probability distribution at the edges
of the value range, meaning the first and last values were only half
as common as all other values. Since `round_fl_to_int` does
`floor(val + 0.5)`, it will not introduce misbehavior in edge cases.
Differential Revision: https://developer.blender.org/D13474
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Wire-only meshes have a special case in the overlay drawing to give
the wire shader a special color (which avoids the lines being dashed,
somehow). The fast path for duplis didn't have that special case.
Differential Revision: https://developer.blender.org/D13196
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This was an issue with the mixed list of external assets and assets from
the current file. When closing the File Browser to select the custom
preview image, the assets from the current file would be cleared for
reread, to make sure we display up-to-date file data. That is because
the workspace of the temporary File Browser was deleted, causing a
change in the file data (main data-base). The reread would happen in a
background thread, meaning it might not finish before the custom preview
operator runs and queries the active asset. So the preview operator
would get the wrong active asset from context.
Two fixes were needed:
* Make sure current file data is reread before the operator runs, by
doing this partial rereading on the main thread.
* Ensure the asset list (in fact file list) order stays consistent over
rereads. If multiple assets with the same name were shown, the
operator might also have gotten the wrong asset, also leading to a
crash.
Additionally the file operation handler should probably poll before
executing, to fail gracefully at least (not crash).
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The corresponding vertex group was renamed properly, but the armature
influence was broken for that bone.
Caused by {rB3b6ee8cee708}.
Since above commit, vertex group names are stored on object data (mesh/
lattice/gpencil) and if we update these, we have to inform dependency
graph to have immediate effect.
Maniphest Tasks: T93892
Differential Revision: https://developer.blender.org/D13526
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The issue here was that after the seek table check, the underlying file wasn't
rewound to the start, so the code that checks for the BLENDER header
immediately reaches EOF and fails.
Since Blender always writes files with a seek table, this bug isn't triggered
by files saved in Blender itself. However, files compressed in external tools
generally don't have a seek table.
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Float precision issues cause the `ED_view3d_win_to_3d_on_plane` to return
a value even when the view ray is parallel to the plane.
A more general solution might be desired in this case, as other areas that
use `ED_view3d_win_to_3d_on_plane` might have the same problem.
For now, just work around the problem for the snap cursor.
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Caused by {rB3b6ee8cee708}
The raw data is copied here correctly
[`BKE_gpencil_stroke_weights_duplicate` in
`BKE_gpencil_stroke_duplicate`] but the vertex groups names are missing.
Prior to above commit is was enough to have `ED_object_add_duplicate`
(this seemingly took care of duplicating object's defbase).
Now vertex groups names sit on the `bGPdata` rather than the `Object`,
and since the separate operation creates **new** `bGPdata` we have to
copy vertex groups names - and active index - over [via
`BKE_defgroup_copy_list`].
Maniphest Tasks: T93728
Differential Revision: https://developer.blender.org/D13509
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Use the World viewport color when rendering pose library previews.
The World's viewport color is chosen instead of the World shading nodes,
as the latter would require rendering with `OB_RENDER` (instead of
`OB_SOLID`), which would take considerably longer.
Manifest Task: T93467
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D13470
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The resample node didn't handle the case of when a spline didn't have
any evaluated points. For poly and Bezier splines we should never hit
this case, but it is expected when the number of NURBS control points
is smaller than its order, so we have to handle the case here.
It's not that obvious what to do in this case, there are a few options:
- Remove the bad splines from the result
- Generate empty splines for those inputs
- Skip resampling the bad splines, copy them to the result
- Arbitrarily generate single point splines
I chose option three, just skipping the "bad" splines. Since the node
already has a selection input, this can be described by just extending
that. "Splines with no evaluated points are implicitly deselected."
The first option would probably be valid too though.
Differential Revision: https://developer.blender.org/D13434
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Decrease threshold for drawing thumbnails.
This was unintended change in daaa43232d34 that was overlooked.
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Set `ibuf->planes` to `R_IMF_PLANES_RGBA` because mask modifier adds
transparent areas to image.
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Earlier code assumed that the active strip was on the active track. This
commit detects when this assumption doesn't hold, and adds a more thorough
search of the active strip.
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Caused by {rB3b6ee8cee708}
Above commit was trying to get the vertexgroup from the mesh that is
passed into `deformVertsEM` (but that can be NULL).
When can it be NULL, when is is non-NULL?
`editbmesh_calc_modifiers` only passes in a non-NULL mesh to
`deformVertsEM` under certain conditions:
- a non-deform-only modifier is handled currently
- a non-deform-only modifier preceeds the current modifier
- a deform-only modifier preceeds the current modifier (and the current
one depends on normals)
So the passed-in mesh cannot be relied on, now get the vertex group from
the context object data (like it was before the culprit commit).
Related commit: rB8f22feefbc20
Maniphest Tasks: T93611
Differential Revision: https://developer.blender.org/D13487
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`g_data_intern.state_default.gzgrp_type` is a very specific member and
cannot be set to default.
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`ED_view3d_win_to_3d_on_plane` does not use the `clip_start` and
`clip_end` values of the scene, so the `do_clip` option can be misleading
especially in the orthographic view where the `clip_start` is negative.
For now, don't use the `do_clip` option in orthographic view.
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Correct assert for edit-mesh normal calculation.
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Instead of using RPT_ERROR, use RPT_WARNING which will not raise an
exception to Python. This broke some scripts (including FBX import)
which already check for a None return value.
Ref D13458
Reviewed By: campbellbarton
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The first loop was left out when finding the split edge boundary.
Error from f2138686d9d8c105ebf8884774fd7e4d8ff239a1.
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When enabling or disabling a Mesh Sequence Cache modifier of an Object
with a hair particle system, the hair would switch positions. This is
caused because original coordinates in Blender are expected to be
normalized, and toggling the modifier would cause the usage of different
orco layers: one that is normalized, and the other which isn't.
This bug exposes a few related issues:
- if the Alembic file did not have orco data,
`MOD_deform_mesh_eval_get`, used by the particle system modifier, would
add an orco layer without normalization
- `MOD_deform_mesh_eval_get` would also ignore the presence of an orco
layer (e.g. one that could have been read from Alembic)
- if the Alembic file did have orco data, the data would be read
unnormalized
To fix those various issues, original coordinates are normalized when
read from Alembic and unnormalized when written to Alembic; and a new
utility function `BKE_mesh_orco_ensure` is added to add a normalized
orco layer if none exists on the mesh already, this function derives
from the code used in the particle system.
Reviewed By: brecht
Maniphest Tasks: T92561
Differential Revision: https://developer.blender.org/D13306
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There is an apparent compiler bug here, tweak the code to avoid it. This did
not affect official builds as we were still using Xcode 12.
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The asset metadata custom property `["is_single_frame"]` was set
incorrectly. Since this is intended for forward compatibility, including
being covered by the asset metadata indexing, it's important to have it
set correctly from the first release of Blender that includes the asset
browser.
Differential Revision: https://developer.blender.org/D13452
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Since our design is to always keep data-blocks marked as assets on exit,
and our technical design for this is to do this via fake users, ensure
the fake user is set for an appended asset.
Reviewed by: Bastien Montagne
Differential Revision: https://developer.blender.org/D13443
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The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
Dalai gave green light to cherry pick this fix for 3.0.
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The problem is that drw_batch_cache_generate_requested_delayed
is called on the object, which uses the original object data type to
choose which data type to get info for. So for curves and text it uses
the incorrect type (not the evaluated mesh like we hardcoded in the
armature overlay code).
To fix this I hardcoded the "delayed" generation to only use the
evaluated mesh. Luckily it wasn't use elsewhere besides this
armature overlay system. That seems like the simplest fix for
3.0. A proper solution should rewrite this whole area anyway.
Differential Revision: https://developer.blender.org/D13439
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The stroke generation call mistakenly uses all enabled
types to check intersection mask, the correct behavior
is to use individual edge(chain) type.
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Now do not invertes view vector in different stages of calculation.
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Unfortunately the drop logic for file-path based drag & drop checks the
used icon for its logic. This is very bad and should be changed. But
doing this involves some changes that are better not done during bcon4,
so for now stick to it and update the icon check.
Reviewed by: Julian Eisel
Differential Revision: https://developer.blender.org/D13383?id=45314
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When adding `INSERT` operations over RNACollection items, rna diffing
code did not properly report the properties as not being equals.
This in turn triggered the 'purge unused exiting override properties'
mechanism, thus deleting the exitsting (valid) insert override property
operation.
NOTE: This should also be backported to 2.93, and probably 2.83.
Reviewed By: sybren, jbakker
Maniphest Tasks: T93353
Differential Revision: https://developer.blender.org/D13426
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The `ASSET_OT_bundle_install` operator only works when the blend file is
self-contained. It reports any external dependencies. Before this patch:
- every dependency was mentioned, even when it repeated the same
filename over and over again, and
- multiple dependencies were all mentioned in the error popup,
potentially filling the screen.
This is now resolved by:
- only reporting each external file once, and
- referring to the console when there are multiple external dependencies.
Reviewed by: severin, dfelinto
Differential Revision: https://developer.blender.org/D13413
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`file.select()` wasn't handling redirects as it should when it also
opens directories. This was only uncovered by a change in the keymap.
Reviewed By: Bastien Montagne, Harley Acheson
Differential Revision: https://developer.blender.org/D13388
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Combined view of timeline and preview causes seemingly unpredictable
behavior after some operators have been allowed to run in preview
region.
Disable new features in this combined view, so behavior should be
consistent with previous versions.
ref: https://developer.blender.org/T92584
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D13419
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Add flag to `BKE_bpath_traverse_id()` and friends to skip weak
references (see below). This makes a distinction between "this blend
file depends on that file" and "this blend file references that file,
but doesn't directly use its data". This distinction is for the Asset
Bundle install operator, which refuses to copy the blend file when it's
not self-contained.
Weak references are those that are not directly used by the blend file,
but are still present to allow path rewriting. For example, when an
Asset is loaded its originating blend file is saved in
`ID::library_weak_reference`; this reference is purely for deduplication
purposes, and not for actually loading any data.
Reviewed by: mont29, brecht
Differential Revision: https://developer.blender.org/D13412
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The crash was caused by allocating an uninitialized amount of memory.
This fix initializes a bunch of variables that could cause the error.
It should be possible to also fix this in the function that actually uses
the uninitialized memory, but that could cause unknown consequences
that are a bit too risky for 3.0. Just initializing some variables should
be safe though. For more details see D13369.
Differential Revision: https://developer.blender.org/D13369
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The are few things in the dependency graph which lead to the issue:
- IDs are only built once.
- Object-data level (Armature, i,e,) builder dependent on the object
visibility.
This caused issues when an armature is first built as not directly
visible (via driver, i.e.) and then was built as a directly visible.
This did not update visibility flag on the node for the custom shape
object.
The idea behind the fix is to go away form passing object visibility
flag to the geometry-level builders and instead rely on the common
visibility flush post-processing to make sure certain objects are
fully visible when needed.
This is the safest minimal part of the change for 3.0 release which
acts as an additional way to ensure visibility. This means that it
might not be a complete fix (if some configuration was overseen) but
it should not make currently working cases to not work.
The fix should also make modifiers used on rigify widgets to work.
The more complete fix will have `is_object_visible` argument removed
from the geometry-level builder functions.
Differential Revision: https://developer.blender.org/D13404
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Regression since 3.93 caused by 752c6d668bcb.
Follow the code from 2.93 which was always leaving curve modifiers
evaluation with a valid and clean state of the bounding box.
This is also what was proposed and agreed on in the following
design task: T92206: Bounding Box: compute during depsgraph evaluation
Tested with files from T90808 and T93384.
For the 3.0 going with the safest and minimal change. The rest of
the bounding box un-entanglement is to happen outside of the stable
branch.
Thanks The patch is based on the code from Philipp Oeser and
investigation by Germano Cavalcante and Dr. Sybren A. Stüvel,
thanks!
Differential Revision: https://developer.blender.org/D13409
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Don't use Cycles for rendering thumbnails, fall back to Solid shading.
Differential Revision: https://developer.blender.org/D13406
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Make `ED_preview_id_is_supported(ID *)` NULL-safe. It's semantically
valid, as it's not possible to render a preview of a NULL ID.
The crash was introduced in 481f032f5cbe2cd3c36c9ef516670fd9e06db25f
Reviewed By: sybren, jbakker
Maniphest Tasks: T93431
Differential Revision: https://developer.blender.org/D13398
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Linux distributions are using newer TBB versions than official releases, and
TBB 2021 is an API breaking release.
In general we should avoid using TBB directly and go through the abstractions
in BLI_task.hh, though there is no abstraction for this.
For 3.0 the safe option is to just not cancel the task but instead early out
in the lambda function. Given the grain size of 2048 there should be no
significant performance difference.
Differential Revision: https://developer.blender.org/D13382
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This is still a rolling release candidate with new builds every day
as a preparation to the final release.
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Caused by 6b0869039a40
Above commit introduced selection after renaming. This includes calling
`file_select_deselect_all` [which resorts and refilters].
So now, to have the correct file for scrolling, get it again after
sorting by calling `file_params_find_renamed` again.
Differential Revision: https://developer.blender.org/D13368
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A minor cosmetic fix. When the view was scrolled all the way to the
bottom, the lowest panel would end right on the view edge. The
scrollable view should get the same margin at the bottom as used at the
top.
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This corrects some alignments issues through new margins introduced in
93544b641bd6. Basic idea of this fix is to only add the new margins when
drawing a panel with background. These margins were added specifically
for the background boxes, so that makes sense.
Alternative fix to D13199.
This also fixes some margings added unintentionally in mentioned commit.
There is a little jump of the toolbar and the tabs in the Properties
when comparing the UI without this fix to 2.93:
{F12158085} {F12158039}
The jump is gone with this fix applied (compare to the 2.93 screenshot):
{F12158064}
While not a serious issue, this confirms that this fix actually tackles
the root of the issue.
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Don't use the side padding for menu item contents when displaying
previews or icons in a row or grid layout. This can cause problems for
the preview drawing and doesn't make sense to draw there anyway.
This not only fixes the mentioned issue, but also too small heighlight
for the collection color tag in the Outliner context menu.
Alternative to and similar to D13125.
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Assigning a catalog to an asset via drag-and-drop in the asset browser
now creates an undo step. Not only does this allow undoing the action,
it also tags the blend file as modified.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13370
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