Age | Commit message (Collapse) | Author |
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This was caused by strip content length and start position being
incorrect. Previously this was set from strip boundary by update
function, but it was removed.
Add back code to set effect strip start and length.
Previously content length was always 1 for effects, but now it must
correspond to strip length. Because of this workaround for speed effect
to get this apparent content length was removed.
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To avoid Cycles not showing any hair by default, and to avoid very slow render
due to many overlaps with the previous 1 meter default in the node.
Fixes T97584, T99319
Differential Revision: https://developer.blender.org/D15405
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In preparation of refactoring for texture nodes.
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Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
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Allows to put libraries which are always needed by Blender into the
lib/ folder and not worry about OpenGL libraries picked up from there.
Currently no functional changes as we do not yet have dynamic libraries
which we load at startup. It allows to use direct linking of oneAPI
Cycles device (see D15397), also it is something which would need to
happen to support USD/Hydra/TBB compiler as dynamic libraries in the
future.
Differential Revision: https://developer.blender.org/D15403
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Similar to 1a6d0ec71cf3b0c2c which changed the mesh boolean node (and
also caused this bug), this commit changes the material mapping for the
exact mode of the boolean modifier. Now the result should contain any
material on the faces of the input objects (including materials linked
to objects and meshes). The improvement is possible because materials
can be changed during evaluation (as of 1a81d268a19f2f1402).
Differential Revision: https://developer.blender.org/D15365
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This commit doesn't implement any new feature but makes the new curves
object type no longer experimental.
Documentation:
* https://docs.blender.org/manual/en/3.3/modeling/curves/primitives.html#empty-hair
* https://docs.blender.org/manual/en/3.3/sculpt_paint/curves_sculpting/introduction.html
Note: This also makes the Selection Paint tool available. This tool
should have been moved out of the "New Curves Tool" flag when we got the
selection drawing to work.
Differential Revision: https://developer.blender.org/D15402
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Curves that are attached to a surface can now follow the surface when
it is modified using shape keys or modifiers (but not when the original
surface is deformed in edit or sculpt mode).
The surface is allowed to be changed in any way that keeps uv maps
intact. So deformation is allowed, but also some topology changes like
subdivision.
The following features are added:
* A new `Deform Curves on Surface` node, which deforms curves with
attachment information based on the surface object and uv map set
in the properties panel.
* A new `Add Rest Position` checkbox in the shape keys panel. When checked,
a new `rest_position` vector attribute is added to the mesh before shape
keys and modifiers are applied. This is necessary to support proper
deformation of the curves, but can also be used for other purposes.
* The `Add > Curve > Empty Hair` operator now sets up a simple geometry
nodes setup that deforms the hair. It also makes sure that the rest
position attribute is added to the surface.
* A new `Object (Attach Curves to Surface)` operator in the `Set Parent To`
(ctrl+P) menu, which attaches existing curves to the surface and sets the
surface object as parent.
Limitations:
* Sculpting the procedurally deformed curves will be implemented separately.
* The `Deform Curves on Surface` node is not generic and can only be used
for one specific purpose currently. We plan to generalize this more in the
future by adding support by exposing more inputs and/or by turning it into
a node group.
Differential Revision: https://developer.blender.org/D14864
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Blender would crash when a file was saved where the tool settings is
set to paint on a single image (3d texture painting).
Reason is that the selected image memory address wasn't updated
when the new address.
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This patch adds (selected/active) outline around a curve object in object mode.
{F13270680}
In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.
In the future the curve outline could also be enabled to improve GPU selection.
Reviewed By: dfelinto, HooglyBoogly, fclem
Maniphest Tasks: T95933
Differential Revision: https://developer.blender.org/D15308
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It's helpful to make the separation of legacy data formats explicit,
because it declutters actively changed code and makes it clear which
areas do not follow Blender's current design. In this case I separated
the `MFace`/"tessface" conversion code into a separate blenkernel
.cc file and header. This also makes refactoring to remove these
functions simpler because they're easier to find.
In the future, conversions to the `MLoopUV` type and `MVert`
can be implemented here for the same reasons (see T95965).
Differential Revision: https://developer.blender.org/D15396
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Regression in [0] which revealed an error in [1].
Logic for pose channel custom transform ignored ARM_NO_CUSTOM.
[0]: 3267c91b4d5caab7da8aef071a446dd2e86f86a9
[1]: c3fef001ee926fc183255b623f56da9fc5fcbb73
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Also move mis-placed doc-string.
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Commit b9c0eed206b0 introduced a GCC conversion warning because of an
assignment of a long int value to an int.
Own Code
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Add support for Variable/Multiple Master font features. These are fonts
that contain a range of design variations along multiple axes. This
contains no client-facing options.
See D12977 for details and examples
Differential Revision: https://developer.blender.org/D12977
Reviewed by Brecht Van Lommel
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Use the image user from the image editor to correctly get the frame in the
operators. Based on patch by Nicolas (john-g-h-doe) with changes by me.
Differential Revision: https://developer.blender.org/D15380
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`GSpan` and spans based on virtual arrays were not default constructible
before, which made them hard to use sometimes. It's generally fine for
spans to be empty.
The main thing the keep in mind is that the type pointer in `GSpan` may
be null now. Generally, code receiving spans as input can assume that
the type is not-null, but sometimes that may be valid. The old #type() method
that returned a reference to the type still exists. It asserts when the
type is null.
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This is temporary to investigate which behavior should be kept when
creating an override hierarchy if there are no cherry-picked data
defined: make all overrides user-editable, or not.
This removes the 'make override - fully editable' menu entries.
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Followup to the previous commit, to display a pin icon in the scene switcher.
This is a good indicator to have and such workspace-wide functionality should
be available in the topbar, close to what it belongs to (scene switching).
Downside is that it makes this already crowded region even more crowded. But
thanks to the use of superimposed icons, it's not too noisy visually.
Differential Revision: https://developer.blender.org/D11890
Reviewed by: Campbell Barton
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Adds a "Pin Scene" option to the workspace. When activated, the workspace will
remember the scene that was last activated in it, so that when switching back
to this workspace, the same scene will be reactivated. This is important for a
VSE workflow, so that users can switch between different workspaces displaying
a scene and thus a timeline for a specific task.
The option can be found in the Properties, Workspace tab. D11890 additionally
adds an icon for this to the scene switcher in the topbar.
The workspace data contains a pointer to the scene which is a UI to scene data
relation. When appending a workspace, the pointer is cleared.
Differential Revision: https://developer.blender.org/D9140
Reviewed by: Brecht Van Lommel, Bastien Montagne (no final accept, but was fine
with the general design earlier)
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Because children point to, or "use" their parent, the Library Overrides
Hierarchies mode in the Outliner would show parents contained in children, not
children contained in a parent. See D15339 for pictures.
In production files this would make the rig listed under all its children, so
it would appear many times in the tree. Now it appears once and the children
are collected under it.
Refactors the tree building, so instead of using
`BKE_library_foreach_ID_link()`, it now uses the ID relations mapping in
`MainIDRelations`.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15339
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Revealed by rB43167a2c251b, but actuall issue is the
`rna_MetaBall_update_data` function expecting a never-NULL `scene`
pointer, which is not guaranteed.
This lead to refactoring the duo
`rna_MetaBall_update_data`/`BKE_mball_properties_copy`, since it was
doing a very sub-optimal O(n^2) process, new code is O(2n) now
(n being the number of Objects).
Not sure why the objects were processed through the existing bases of
the existing scene in the first place, this could miss a lot of affected
objects (e.g. in case said objects are in an excluded collection, etc.).
Also noticed that both old and new implementation can fail to fully propagate
changes to all affected meta-balls in some specific corner cases, added
a comment about it in the code.
Reviewed By: sergey
Maniphest Tasks: T99256
Differential Revision: https://developer.blender.org/D15338
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Extends current functionality which was only filling in
the active movie clip. Now we also pre-fill tracking object
name, as well as (plane)track name.
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The only real improvement is avoiding some reference counting,
but the main for the change is consistency. Also don't move a
StringRef, since that doesn't own any data anyway.
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As documented in the best practices section of the style guide:
https://wiki.blender.org/wiki/Style_Guide/Best_Practice_C_Cpp
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This may lead to improved performance from multithreading as well.
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The spreadsheet ignored the component choice in the data set region
for curves and volume objects, and the original curves data-block wasn't
retrieved from the original object.
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Adding Grease Pencil keyframes in the dopesheet (rB92d7f9ac56e0) lead to
crashes from the NLA editor (T99505). This is now resolved, by removing
grease pencil keyframes from NLA editor (as it was in 3.2), and
filtering them out of all NLA-related operations.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D15391
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Fix T99453.
Crash due to null pointer access.
So wrap the function call in simple `if` check
Reviewed By: sybren
Maniphest Tasks: T99453
Differential Revision: https://developer.blender.org/D15370
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Even if the driver is not dependent on time the modifiers were always
re-evaluated during playback. This is due to the legacy nature of the
check whether modifier depends on time or not: it was simply checking
for sub-string match for modifier in the F-Curve and drivers RNA paths.
Nowadays such dependencies are created by the dependency graph builder,
which allows to have more granular control over what depends on what.
The code is now simplified to only check for "static" dependency of the
modifier form time: for example, Wave modifier which always depends on
time (even without explicit animation involved).
This change also fixes missing relation from the animation component to
the shader_fx modifiers, fixing race condition.
Additional files used to verify relations:
- Geometry: F13257368
- Grease Pencil: F13257369
- Shader FX: F13257370
In these files different types of modifiers have an animated property,
and the purpose of the test is to verify that the modifiers do react
to the animation and that there is a relation between animation and
geometry components of the object. The latter one can only be checked
using the dependency graph relation visualization.
The drivers are not tested by these files. Those are not typically
depend on time, and if there were missing relation from driver to
the modifier we'd receive a bug report already. As well as if there
was a bug in missing time relation to a driver we'd also receive a
report.
Differential Revision: https://developer.blender.org/D15358
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This is already done inside of `attribute_search_add_items`.
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The new name makes more sense in non-node-related contexts.
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This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.
In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.
To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.
Differential Revision: https://developer.blender.org/D15219
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Cases were e.g. an object would use a material, and this material would
use this object (e.g. through a driver), even if both those data-blocks
are technically unused, they would remain forever since they were not
detected as such.
Now this is properly detected and purged as part of the 'recursive
purge' operation.
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This crashed because in `get_active_fcurve_channel`, the filter did not
filter out channels with no fcurve.
The fix adds the filter `ANIMFILTER_FCURVESONLY`.
See rB92d7f9ac56e0ff1e65c364487542dfb7c32a0a67 for the new filter.
Maniphest Tasks: T99491
Differential Revision: https://developer.blender.org/D15386
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Regressed in the following commit due to an inverted conditional:
{rB1159b63a07fd2cbc7fc48e162d57721c9c85b3f6}
Differential Revision: https://developer.blender.org/D15389
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Ensure that the Image maintains the proper file path after saving all
the individual tiles.
The image_save_post function is unaware that the filepath it receives
is only for a single tile, not the entire Image, and happily keeps
setting ima->filepath to the concrete filepath for each tile.
There were 2 problems with the code that attempted to correct the
Image filepath back to the UDIM virtual form:
- It would trample the "relative" directory that might have been set
- It would do the wrong thing if no tiles could be saved at all
The design is now as follows: Example of trying to save to a new PathB
| | all tiles ok | any tile not ok|
| -------------------------------- | ---------------- | ---------------|
| ima->filepath is currently empty | set to new PathB | keep empty |
| ima->filepath is currently PathA | set to new PathB | keep PathA |
Differential Revision: https://developer.blender.org/D15384
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As pointed out in a comment on T89421, if a MTL file contained
something like: `map_Ka -o 1 2.png` then it was parsed as having
offset `1 2` and the texture filename just a `.png`. Make it so that
mtl option numbers are parsed in a way where the number is only
accepted only if it's followed by whitespace.
Differential Revision: https://developer.blender.org/D15385
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Fixes T97743: the import code was setting EEVEE blending mode whenever
a transparency texture was present (map_d), or when the materials
illum was saying "yo, transparency!". But if only the material's d
was below 1.0, it was not setting the blend mode, which is different
to user expectations.
Differential Revision: https://developer.blender.org/D15383
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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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Regression in [0] which didn't account for the bounds of empty objects.
Add support support calculating bounds from empty draw-type to use in
pose-bone culling.
[0]: 3267c91b4d5caab7da8aef071a446dd2e86f86a9
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