Age | Commit message (Collapse) | Author |
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This splits out the code that samples points on a surface and the
code that initializes new curves. This code will be reused by D15134.
Differential Revision: https://developer.blender.org/D15216
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Also remove some unnecessary logic and change a variable name.
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When creating etc. a liboverride based on a partial hierarchy
pre-selection (e.g: override hierarchy on the rig object of a
character), now all linked data also using that rig (e.g. all meshes
deformed by that armature) will also automatically be overridden.
This si achieved by following dependencies in the reversed order (from
used IDs to using IDs) when we find one tagged for override.
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In some cases, it can be usefull to distinguish when an entry has been
processed in which direction (`to` when handling ID pointers used by
the entry, `from` when handling ID using this entry).
Previous `MAINIDRELATIONS_ENTRY_TAGS_PROCESSED` tag is now a combination
of the two new ones.
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This commit adds a Volume Cube primitive node. It outputs a volume that
contains a single "density" float grid. The density per voxel can be
controlled with a field that depends on the voxel position (using the
existing Position node). Other field inputs are not supported.
The density field is evaluated on every voxel.
Possible future improvements are listed in D15198.
Differential Revision: https://developer.blender.org/D15198
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* Remove the minimum value, because that doesn't make sense in general.
* Add a description.
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Also remove const for the object argument, since the object data
is logically modified by generating the data.
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Also use GHOST_ prefix for public functions.
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On MacOS Eevee cyptomatte shaders fails as it doesn't ignore the `attrib_load`
parameter. I validated that removind the parameter works on Linux/AMD and MacOS
Intel. It could be that there are other platforms that require the dummy parameter.
If this should use a forward declaration and implement an emoty function in the
cryptomatte vertex shader.
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This patch adds a 'Intersecting Edges' output with a boolean selection
that only gives you the new edges on intersections.
Will work on a couple of examples next, this should make some
interesting effects possible (including getting us closer to the "bevel-
after-boolean-usecase")
To achieve this, a Vector is passed to `direct_mesh_boolean` when the
iMesh is still available (and intersecting edges appended), then from
those edge indices a selection will be stored as attribute.
Differential Revision: https://developer.blender.org/D15151
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This allows using a shortcut from the file browser to edit the directory
path. The shortcut Ctrl + L is quite standard and used in multiple
GNU/Linux desktop desktop environments, Windows, as well as most web
browsers. Safari on macOS uses Cmd + L.
Reviewed by: Jacques Lucke, Julian Eisel
Differential Revision: https://developer.blender.org/D15196
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Part of T98560.
See https://wiki.blender.org/wiki/Source/Interface/Views
Adds all the basic functionality needed for grid views. They display
items in a grid of rows and columns, typically with a preview image and
a label underneath. Think of the main region in the Asset Browser.
Current features:
- Active item
- Notifier listening (also added this to the tree view)
- Performance: Skip adding buttons that are not scrolled into view
(solves performance problems for big asset libraries, for example).
- Custom item size
- Preview items (items that draw a preview with a label underneath)
- Margins between items scale so the entire region width is filled with
column, rather than leaving a big empty block at the right if there's
not enough space for another column (like the File and current Asset
Browser does it).
- "Data-View Item" theme colors. Not shown in the UI yet.
No user visible changes expected since the grid views aren't used for
anything yet.
This was developed as part of a rewrite of the Asset Browser UI
(`asset-browser-grid-view` branch), see T95653. There's no reason to
keep this part in a branch, continuing development in master makes
things easier.
Grid and tree views have a lot of very similar code, so I'm planning to
unify them to a degree. I kept things separate for the start to first
find out how much and what exactly makes sense to override.
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The `SpaceClip *sc` got incorrectly renamed to `SpaceClip *screen`
in the ad85989a3f88.
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The call to `get_component_for_write` would sometimes copy the mesh
even when the mesh is replaced with itself. The `replace_mesh` method
handles that case already, so just use that instead.
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Use more descriptive names for some of the two character variables.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D15192
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Issue introduced on e6eefdd4020e.
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There were two problems here:
1) Console warnings due to brush was None.
2) It was impossible to recreate a brush.
This patch fixes both issues and it is now possible to recreate any brush.
Differential Revision: https://developer.blender.org/D15213
Reviewed by: @dflelinto
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It's perfectly legal for `nmd->settings.properties` to be null if
there are no properties.
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Add a RNA update function for output video codec setting to update
properties that are incompatible with defaults.
Previously video output bitrate settings were omitted because of the
Constant Rate Factor (CRF) default. CRF setting for video codec is only
available for H264, MPEG4 and WEBM/VP9 outputs, so for the others
changing encoder quality mode to constant bitrate (CBR) as CRF is not
supported.
Reviewed By: ISS, mano-wii
Differential Revision: https://developer.blender.org/D15201
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This commit:
* Removes the popup to choose the root collection when called with a
linked object selected (in typical cases there is only one valid
option, if more then the operator fails and report to the user).
* Ensures that the linked reference of newly overridden collections are
also removed from the ViewLayer (i.e. their local parent collections).
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This also renames Hair Curves to Curves. Meaning that until we get
rid of the old curve type we will have both of those entires there:
* Curve
* Curves
This rna enum is used among other things in the driver UI to pick
which data-block you want the property from.
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Regression in [0] unintentionally renamed COORDINATES.
There was a naming discrepancy when two (nearly) identical arrays,
de-duplicating them caused the error.
[0]: 94444aaadf238ab2de4226d6b1b66284d479a931
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of the Outliner.
Regression from recent rB717ab5aeaecc.
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- Avoid ambiguity which caused these values to be confused, use `mval`
for region relative mouse coordinates, otherwise `event_xy`.
- Pass region relative coordinates to sample_detail_dyntopo &
sample_detail_voxel as there is no reason to use screen-space values.
- Rename invalid use of mval for screen-space coordinates.
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Both operations used screen-relative coordinates when region-relative
coordinates were expected.
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Wayland doesn't support accessing the position making functionality that
would map events to other windows fail, sometimes considering windows
overlapping when they weren't (as all window positions were zeroed).
Disable dragging between windows when accessing the window the position
isn't supported.
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Originally reported in T75007.
Differential Revision: https://developer.blender.org/D15199
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Some I/O code paths (Collada, OBJ) were using mat3_from_axis_conversion
followed by transpose_m3, instead of swapping the axis arguments
which achieves exactly the same result.
Reviewed By: Aras Pranckevicius
Differential Revision: https://developer.blender.org/D15158
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Error in a4a7af47326.
To allow deleting tree elements while iterating, the new iterators would
get needed data out of the tree element before calling the iterator
callback. This included the info if the element is open or collapsed. So
if the callback would open or collapse elements, the iterator wouldn't
respect that change. Luckily the way the open/collapsed state is stored,
we can still query it after the callback is executed, without having to
access the (possibly freed) tree element.
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OBJ vertex color related tests were not producing identical results
across various platforms, primarily due to sRGB<->Linear color space
conversions.
While D15193 has just made the color space conversion accuracy match
much closer between platforms, it's still not 100% the same.
This change reduces the amount of decimal places used for exporting
vertex colors, to 4 digits (down from 6). Vertex normals were
already always printed with 4 digits, and colors are conceptually
similar (usually 0..1 range etc.).
This makes the vertex color tests pass again, so re-enable them
after adjusting to 4 decimals expectations.
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srgb_to_linearrgb_v3_v3 is using an approximation of powf that is
SIMD. However, while the accuracy of it is ok, a larger issue is that
it produces different results on Intel compared to ARM architectures.
On ARM (e.g. AppleSilicon), the result of the SIMD code path is much
closer to the reference implementation. This seems to be because of
_mm_rsqrt_ps usage in _bli_math_fastpow512. The ARM/NEON code path
emulates inverse square root with a combination of vrsqrteq_f32
followed by two Newton-Raphson iterations, because blender uses the
SSE2NEON_PRECISE_SQRT define.
This commit adds similar NR iterations to the "actual SSE" code path
as well.
Max error of srgb->linear->srgb conversion roundtrip goes from
0.000211 down to about 0.000062.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D15193
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I'm using the tool icons for the brush themselves.
Note: This includes a few brushes that are only defined in D15134.
Those are simply the icons rendered with a world background of #282828.
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This commit doesn't add the brush icons themselves, but
it fix the code that allow them to be used.
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Is likely harmless due to Camera being covered by other areas,
but is still good to do a proper hint.
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This fixes a mistake in 60bf561d379a, which did not account for offset
frames by the time offset modifier.
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invisible layers
Whats happening is that the modifier keeps adding new frames to the evaluated object resulting in an exponential increase. This is because when preparing the data for the modifiers we only copy visible strokes to the eval object. But the modifiers do not consider visibility and will generate the mirrored strokes even for layers that are hidden. Because those layers have not been copied (only their structure) we run into this issue.
The solution is always copy the active frame of all layers (even if the layer is hidden).
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While dragging assets over a catalog, we would show both the name and
the full catalog path in the drag tooltip. For catalogs at the root
level (catalogs without parents) the name and the full path are the
same, so it would just display the name twice. This is more confusing
than helpful. Now skip displaying the full path in that case.
Reviewed by: Julian Eisel
Addresses T92855
Differential Revision: https://developer.blender.org/D15190
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This is what we agreed on during the workshop.
Differential Revision: https://developer.blender.org/D15194
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Is nice to ensure order of tracks when their error is the same or
is not known yet (the clip was not solved yet).
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Those tools will get renamed to follow the standard we have
for the other tools (i.e., add sculpt_ in their name).
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