Age | Commit message (Collapse) | Author |
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Note that some functions have been copied between these files.
De-duplication isn't trivial as there are differences in some functions.
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Currently the node link ui template only works with a few socket types.
This commit addes support for the rest of the socket type declarations.
As pointed out in D13776 currently after recent refactors
Shader nodes no longer display in the menu.
In the future more socket types will be used in the shader nodes
and makes the UI template work better for other node trees.
Differential Revision: https://developer.blender.org/D13778
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Currently, most node buttons are defined in `drawnode.cc` however,
this is inconvenient because it requires editing many files when adding new nodes.
The goal is to minimize the number of files needed to add or update a node.
This commit moves most of the node layout functions for shader nodes into their respected
source/blender/nodes/shader/nodes file.
In the future, these functions will be simplified to node_layout.
Some nodes were left in `drawnode.cc` as this would require duplicating code
while this is likely fine it is best to leave that to a seperate commit.
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Some software or processing tools (videogrammetry in this case) may
export malformed files with velocity data even when the frame is empty
for some reason. We need to explicity compare the data size with the
vertex size, and refuse to load the attribute if there is a data size
mismatch.
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The dangling pointer caused errors further down the line.
The solution is to simply delete an internal link when one
of the corresponding sockets is removed (just like normal
links are removed as well).
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The socket arrays will be removed when using the new socket builder.
So instead we have to loop through the node outputs list.
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We can't include `BLI_utildefines.h` in `RNA_types.h` since Cycles includes
that, but duplicates some of the util defines. So you'd have duplicated
definitions.
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Remove a variety of unused functions, declarations without definitions,
incorrect comments, and defines that have been commented for years
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This is implementation specific data that should never be exposed to regular
users. Also make sure this data is not saved to presets.
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Needed for the following commit.
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This meant that BKE_mesh.h couldn't be used without
the DNA headers first.
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Fixes a bug introduced in rB5dedb39d447b. `mesh_original` is not set if the
mesh has no generative modifiers, in which case we can use `mesh_final`, which
would seem to be consistent with the rest of the particle code. An alternative
approach would be to make sure that `mesh_original` is always set in
`deformVerts`.
Differential Revision: https://developer.blender.org/D13754
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Simplify signature of `BKE_lib_override_library_resync` and make it a
shallow wrapper around new internal `lib_override_library_resync` that
can then be easily extended for other internal needs.
Not functional changes expected here.
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`DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN` creates temporary objects that
correspond to duplicates or instances.
These temporary objects can share same pointers with the original object
as in the case of Bounding Box.
Bound Box of temporary objects is marked dirty in
`BKE_object_replace_data_on_shallow_copy` since `ob->data` is different.
This causes the original Bounding Box, calculated for the evaluated
geometry, to be lost.
The solution in this commit is to change the boundbox reference of the
temporary objects, so the boundbox of the non-temporary object (with
the data curve) is not marked dirty.
Differential Revision: https://developer.blender.org/D13581
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It it rather an old experiment now which didn't pay off.
The initial idea was to have main and jobs threads on fast
nodes of TR2 processors. This didn't really work reliably
because in Blender we need to be able to create nested
threads without their affinity set. This is not how some of
OS are creating nested threads, and we don't always have
access to child threads to reset their affinity.
So overall complexity of the initial idea implementation
became too much compared to the performance gain.
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Request from studio, to help identify quickly libs that need update.
NOTE: Currently only outputing INFO log in console, display of this info
in the outliner will come in a separate commit.
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Add a data boundary check in the flipping code.
This code now also communicates the number of mipmap levels
it processed with an intent to avoid GPU texture from using
more levels than there are in the DDS data.
Differential Revision: https://developer.blender.org/D13755
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This was missing from rB3e92b4ed2408eacd126c0.
Before only the Separate Geometry node was fixed, because that
node was used in the file from the bug report. The same issue
existed in the Delete Geometry node as well though.
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This was an oversight in rB3e92b4ed2408eacd126c0.
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This isn't saved to the preferences,
so there is no need to store in DNA.
Also remove unused `r_to_l` member.
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Regression in 7972785d7b90771f50534fe3e1101d8adb615fa3 that caused
Python callback arguments to be de-referenced twice - potentially
accessing freed memory. Making a new-file with a circle-select
tool active triggered this (for example).
Now arguments aren't de-referenced when Blender it's self has already
removed the callback handle.
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Fix IMB_flip[xy] to handle cases where integer overflow might occur when
given sufficiently large image dimensions.
All of these fixes were of a similar class where the intermediate
sub-expression would overflow silently. Widen the types as necessary.
Differential Revision: https://developer.blender.org/D13744
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Assert that only the file name component is passed in
since special handling for UDIM should only be applied to the file name.
Also remove an unnecessary NULL check on the filename argument.
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This better differentiates sculpt brush types with brush data-blocks,
since the same sculpt brush type may be used for many brushes.
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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For sake of consistencey with other node tree types, create its own cmake module.
This change helps keep `bf_nodes` focused on generic nodes files.
Texture nodes are end of life and hopefully for Blender 4.0 they can be removed.
It is not expected that these will see the updates that the other nodes are getting.
This change also helps isolate the end of life files, we may move some texture
specific node tree execution code out of `node_exec` and into a `node_texture_exec` files.
Differential Revision: https://developer.blender.org/D13743
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This commit converts most shader or bsdf nodes.
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Sculpt Smooth in Surface mode (as opposed to Laplacian) needs a cache
initialized on first time. In anchored stroke mode with spherical falloff
this was skipped though (because this starts of with no PBVH nodes and
an early return checks for this) and `first_time` was set to false before
cache initialization.
Now move the cache initalization to happen earlier (same as the cache
initialization for automasking).
Maniphest Tasks: T94635
Differential Revision: https://developer.blender.org/D13746
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The `lines_adjacency` IBO build in the GPU subdivision case was missing
edges at the boundaries of open meshes. As it is used for the shadow
pass, the shadows were then not clipped properly.
This would also make X-Ray mode render differently in those cases.
To fix this, we can simply reuse the buffer finalization routine from the
non-subdivision case, as such edges are handled there.
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Function parameters were mismatched, causing an assertion failure in
debug builds.
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This relation is intended to ensure that the properties of the IK
constraint are ready by the time the IK solver tree is built. This
however can cause spurious dependency cycles, because there is only
one init tree node for the whole armature, and the relation actually
implies dependency on all properties of the bone.
This patch reduces spurious dependencies by only creating the relation
if any properties of the IK constraint specifically are animated.
Differential Revision: https://developer.blender.org/D13714
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When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.
This addresses the issue by adding a bone opacity slider that
is used for the 'wireframe' armature drawing mode. It directly
controls the uniform opacity as a straightforward option.
Differential Revision: https://developer.blender.org/D11804
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If multiple bones have a custom property with the same name,
depsgraph didn't distinguish between them, potentially leading
to spurious cycles.
This patch moves ID_PROPERTY operation nodes for bone custom
properties from the parameters component to individual bone
components, thus decoupling them.
Differential Revision: https://developer.blender.org/D13729
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Oversight in {rB9cb5f0a2282a}.
Above commit made an entry in `rna_Space_refine()`, but the entry in
`rna_Space_refine_reverse()` was missing (and this is what python uses
for the Space callbacks).
Maniphest Tasks: T94685
Differential Revision: https://developer.blender.org/D13751
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The crash is caused as the data is only for the first frame, but the mesh
changes topology, so reading the data in subsequent frames causes a
buffer overflow. To fix this, we check that the data size matches the
mesh's vertex count.
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Remove `const` from pass-by-value parameters in function declarations.
The variables passed as parameters can never be modified by the function
anyway, so declaring them as `const` is meaningless. Having the
declaration there could confuse, especially as it suggests it does have
a meaning, training people to write meaningless code.
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Remove `const` from pass-by-value parameters in function declarations.
The variables passed as parameters can never be modified by the function
anyway, so declaring them as `const` is meaningless. Having the
declaration there could confuse, especially as it suggests it does have
a meaning, training people to write meaningless code.
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