Age | Commit message (Collapse) | Author |
|
In current `readfile.c` code we have that:
https://developer.blender.org/diffusion/B/browse/master/source/blender/blenloader/intern/readfile.c$3523
This is unconditionally clearing nodetree's recalc flags, and was added by rB81a762e79f83 ages ago. Thing is, in main ID read code we only clear that flag when **not** in undo context.
This proposed change intends to properly handle those cases, by moving `id.recalc` flags clearing from `read_libblock()` to `direct_link_id()`, which is also called for all 'local' IDs (ntrees and master collections currently).
I’d expect that change to be straightforward (and maybe even fixing some odd undocumented bugs), however there is no .blend file testcases associated with changes in rB81a762e79f83, so wouldn’t mind that to be double checked before it goes to master.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6711
|
|
In this case the ERROR_REQUIRED_ATTRIBUTE_MISSING seem to be fatal so
stop the import to avoid crashing if we run into this error.
|
|
|
|
|
|
This was caused but a workaround for not selecting the gizmos in camera
view. We lower the threshold to make it work on maximum zoom level.
|
|
The baking progress bar now uses the entire notification space in the UI. Before, old reports could still be visible when a bake job got started. This had the disadvantage that those message got frozen too with the bake UI freeze.
|
|
|
|
BKE_nurb_type_convert now takes r_err_msg and is more specific in the
error message...
ref T71672.
Maniphest Tasks: T71672
Differential Revision: https://developer.blender.org/D6275
|
|
|
|
WM_modalkeymap_operator_items_to_string() wasnt checking
WM_keymap_active(), so it was possible that e.g. when using the Industry
Compatible keymap, the shortcut from the Blender keymap was shown.
This also fixes the (now exposed) bug that the Industry Compatible keymap
would not have a ADD_CUT_CLOSED kmi defined for the Knife Tool [mandatory
for the status bar].
Maniphest Tasks: T67084
Differential Revision: https://developer.blender.org/D6748
|
|
Handled merge conflicts wrong apparently. When checking changes before
committing, everything seemed fine...
|
|
|
|
Sebastián Barschkis needs something like this to fix an issue, so he
asked me to add this to the release branch. It's unused for now.
|
|
This was caused by default surface batch not using loop normals.
|
|
Nvidia has fixed their drivers so there is no reasons to keep this.
This fix T70011 NVIDIA issue prevents full indirect draw call batching performance
|
|
|
|
This was caused by a double free of the instance data. Remove the need
of the instance data fix the issue.
|
|
|
|
The code removed was left there from an early prototype and it was not
doing anything.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6741
|
|
The conservative depth shader is ~4.5x slower than the normal one as it
uses geometry shader and fragment shader discard.
This patch also includes a hack to also fix the view parallel planar
geometry and the really small wire objects.
For some reason, the conservative raster fix does not work with normal
selection but does with box select.
This is a fix for T63356.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6714
|
|
Lacunarity parameter determines scaling of subsequent octaves in fractal
noises. For example, Noise node have this scaling hardcoded to 2.0. Each
octave have twice bigger scale than previous one, resulting in finer details.
By design fractal noises that generate octaves with same seed should not
have Lacunarity set to 1.0, since then it just stacks up identical noises.
Differential Revision: https://developer.blender.org/D6742
|
|
|
|
Thanks to @mano-wii for the fix
|
|
|
|
Normal UI widget and 3D navigation gizmo where clipping at high DPI.
|
|
Useful when UI code needs to extend the clipping range.
|
|
off into account
This is a small optimization that makes sure the adaptive domain only considers active inflow objects. Ones with disabled fluid flow are skipped and thus the adaptive domain will not try to cover them.
|
|
|
|
The erase mode has an option to change the erase mode from soft/hard/stroke.
However, there are 4 brush types: hard/soft/point/stroke. Hard and Soft here are similar (they are both "soft" erase mode) only having different strengths.
The erase mode should be soft (Maybe this should be renamed to something more generic like "fade"), point, stroke.
Reviewed By: #user_interface, #grease_pencil, billreynish, antoniov
Differential Revision: https://developer.blender.org/D6733
|
|
|
|
|
|
Resolves crashes when edit-mode undo data wasn't included
because it wasn't visible, also resolves T73416.
|
|
When using duplicate linked meshes, objects that are not in edit-mode will be drawn as
it is in edit mode, when another object with the same mesh is in edit mode.
This will not be the case when one of the objects are influenced by modifiers. The change
reflects more how it was done in Blender 2.79.
The current change introduces a draw manager method that checks in detail who is responsible
for the drawing (render engine or overlay engine). If the edit mesh is not the original or
the object that is drawn doesn't draw the original mesh the object will be drawn by the render
engine.
Known Limitation of this patch is that the rendering outside edit mode doesn't reflect the
latest changes until the user switches between object and edit mode. When there are no
modifiers in use, the updating is done immediately.
IMO this would be sufficient for blender 2.82, it also fixes parts of T72733.
The updating of the surface batches requires more development and is
post-poned for now.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D6737
|
|
|
|
|
|
Added sanity check in the flow / obstacle object loops that check if the modifier data is valid. Ideally this should not be needed. However, in remove_particle_systems_from_object() the fluid modifier can get freed. It is not yet clear whether the modifier free call is really needed or not.
|
|
This was caused by additional depth pass not rendering in the correct
view.
|
|
|
|
Fixes T64177.
Differential Revision: https://developer.blender.org/D6649
|
|
|
|
Font duplicator was not outputing dupli-objects using evaluated object
pointers, leading to crash because original object are not supposed to
be drawable.
|
|
This code was already wrong, we were just lucky that the previous coordinate
was repeated due to using the same memory location.
|
|
|
|
|
|
The bias was too big and cause interpenetration on geometry that was in
front of bones.
|
|
This moves the backface culling to the fragment shader to avoid all the
limitations of the current system. This has a cost but it is unlikely that
bone drawing will be a bottleneck.
|
|
|
|
Usual issue from those dear Bone pointers in pose data...
Note that this is more like minimal-risk, quick fix, it's nothing like
'nice to have' code. Think proper solution would be to refactor handling
of those kind of 'caches' to ensure they are valid/up-to-date in a much
easier way, at the very least.
Ideal solution being to get fully rid of those horrors, of course, but
let's not dream here. ;)
|
|
|
|
|