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Blender 3.0 is now in bcon1 (alpha).
There are likely a few places in Blender and the automated building pipeline
that may fail since we are switching our versioning number system.
For example, at the moment the splash and the status bar are showing
3.00.0, and it should show 3.1.0.
I suspect the Python API, version used to report a bug, buildname, are
all wrong too. These will be handled later.
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The text was not changed in the refactor and had the old text.
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When inserting a node on top of a link, the multi input socket
indices weren't updated. This fixes that and keeps the relative
order of the links the same.
Author: Wannes Malfait
Reviewed By: Fabian Schempp
Differential Revision: https://developer.blender.org/D10969
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This refactor simplifies having standalone function pointer that
does a single conversion. It also speeds up implicit type conversion
of attributes.
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T87356 occured because last_node_hovered_while_dragging_a_link was not
set on node_link_init.
The assert in T87358 failed because the sorting operation was called even
if the drag link contained a link to another socket.
A little one frame jump was caused because frame was refreshed after
picking a link and before sorting happened.
Reviewer: Hans Goudey
Differential Revision: https://developer.blender.org/D10940
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Internally we use the name "context (path)" instead of "breadcrumb".
This was missing from a rename in the original patch.
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This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.
The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.
This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.
The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.
Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.
The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.
Differential Revision: https://developer.blender.org/D10931
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The fact that geometry from instnances isn't realized when applying
a nodes modifier can be very confusing, especially for new users.
Nodes themselves realize geometry instances implicitly whenever they
need to. We also currently make instances real and convert points to
mesh when a modifier is added after the nodes modifier. With this
commit, we simply do the same thing when applying the modifier.
There are a few downsides though:
- This can be an extremely heavy operations in some cases where
geometry nodes is used to instance heavy geometry.
- We will still have the issues with materials, since instances use
materials from their original objects, but real geometry uses
materials from the modifier object.
It was decided to live with the potential performance downsides
for now, the idea is the upsides of the change are more important,
and people making complicated setups will be more likely to know not
to apply the modifier. In the future there could be a warning if it's
necessary though.
Ref T87083
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Now, instead to offset the stroke color to make it visible over fill, the stroke keeps the original color and the fill is offset.
Related to the issue in T87406.
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The color of the strokes was shifted when using `Single Color` or
`Object Color`in Solid Display Mode. This was originally done so
that it was still possible to differentiate strokes and fills.
The fix allows for a completly flat shading by checking if the
Lighting Mode is set to `Flat`. If it is, then the colors are not
shifted for the strokes and everything will use the same color.
Reviewed By: antoniov, fclem
Maniphest Tasks: T87406
Differential Revision: https://developer.blender.org/D10957
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This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.
For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.
Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.
Differential Revision: https://developer.blender.org/D10623
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GOP size and quality are adjusted for h264 codec.
These new values are based on result of benchmark on 9 random files:
https://docs.google.com/spreadsheets/d/1nOyUGjoVWUyhQ2y2lAd8VtFfyaY1wQNGj1krCCNbk7Y/edit?usp=sharing
Reducing quality to 50 reduces proxy filesize by about 2x on average
and has no significant impact on decoding performance.
Increasing GOP size from 2 to 10 also reduces proxy filesize 2x-3x
while scrubbing is only about 8% slower. It is still around 100FPS
with 1920x1080 media.
This is unfortunately about 50% slower than MJPEG, but this can be
improved with `fastdecode` tune applied to libx264 encoder
Quite surprisingly h264 codec presets had little influence on proxy
building performance as well as proxy filesize. So far it looks that
FFmpeg does initialize encoder in different way then Blender.
This applies mot only for presets but for tune and profile libx264
setting.
Once this issue is resolved, performance of proxies may be optimized
further.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10897
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When trying to export a GPencil object to SVG from outside the camera
view, the expoted file would contain invalid data. This was because the
calculation of the bounding box did not have any objects to
iterate over.
The fix makes sure we create the object list before trying to calculate
the bounding box.
Reviewed By: antoniov
Maniphest Tasks: T87479
Differential Revision: https://developer.blender.org/D10975
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Some operations may use no preferredResolution ({0, 0}) when calling determineResolution on inputs to check if they have resolution on their own. See MixOperation or MathOperation determineResolution implementation. In such cases {0, 0} resolution ends up being set when an input doesn't have own resolution, breaking propagation of the original preferredResolution. They don't mean to set it as resolution, it's just a check.
This patch only allows to set valid resolutions (>0). When it's 0 it may be understood as "No preferred or determined resolution" so it should not be set to give output operations another chance of finding a proper resolution by calling determineResolution again with a different preferredResolution.
Test file:
{F9932526}
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D10972
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The SB back-end optimizer for the mesa R600g driver corrupts the vertex
shader for widget drawing. This will not be fixed upstream because SB is
getting replaced as part of the new NIR path. This was thought to be an
issue with instancing and an attempted fix was submitted in D8374, but
it did not fix the issue.
This patch reimplements the array look-up part of the code using switch
case as a workaround and removes the old workaround implemented as part
of D8374.
Reviewed By: Clement Foucault
Differential Revision: https://developer.blender.org/D10967
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With this patch, users can define custom tooltips for the exposed
properties of their Geometry Nodes Groups.
Currently this custom tooltips are only used in the modifier panel,
but its a long term goal to use it in the node editor.
Reviewer: Hans Goudey
Differential Revision: https://developer.blender.org/D10884
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This implements the changes discussed in T87134 for including switch
object funcionality in 2.93. This includes:
- Remove the switch object operator experimental option
- Remove the option for switching objects in Edit Mode.
- Rename switch_object to transfer_mode.
- Enable the operator only in sculpt mode.
- Expose the operator in the Sculpt menu with an eyedropper modal
option.
On later releases, we could revisit enabling the operator in other mode
and object types as well as its place in the UI.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D10953
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Differential Revision: https://developer.blender.org/D10968
Reviewed by Julian Eisel
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Previously, the bone position outside of "fit to curve length" mode was
incorrect.
It assumed that the curve was completely straight with no bends or
turns. This would lead to bones being scaled down as their final
position would be servery underestimated in some cases.
The solution is to do a sphere -> curve intersection test to see where
to put the bones while still preserving their length. As we are using
the tessellated curve data this essentially boils down to us doing a
sphere -> line intersection check.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10849
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Ref T86821.
Differential Revision: https://developer.blender.org/D10962
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This makes it consistent with the Subdivision Surface node.
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Ignore click-drag for non-mouse button drag events
Alternative to fix issue detailed in D10886.
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Pass `bContext *C` a bit further down the call stack, to prevent
exploding the number of parameters of `ED_preview_icon_render()`. An
upcoming change will require access to yet another context member, and
this can now be done without adding yet another parameter.
No functional changes.
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Adds appropriate checks/guards around all the untrusted parameters
which are used for reading from memory.
Validation:
- All the crashing files within the bug have been checked to not causes
crashes any longer>
- A handful of correct .bmp were validated: 3 different files at each
of 1, 4, 8, 24, 32 bpp depth along with a random variety of other 24
bpp files (around 20 in total).
- ~280 million iterations of fuzzing using AFL were completed with 0
crashes. The old code experienced several dozen crashes in first
minutes of running {F8584509}.
Ref D7945
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Entering the numbers in the keyframe field was not triggering a viewport
update, so the little green lines down in the cache area were only
change when the user e.g. changed the frame.
Now send appropriate notifiers.
Issue spotted in T86456 by sebastian_k.
Maniphest Tasks: T86456
Differential Revision: https://developer.blender.org/D10963
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rB8d9fd0427dd6 added the `WITH_GMP` definition but did not append the
include paths.
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Differential Revision: https://developer.blender.org/D8908
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Now, the Unselect Ends is disabled by default.
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- Optionally get the error as a single line.
- Support access the error as an allocated string.
- PyC_ExceptionBuffer_Simple was always printing to the `stdout` while
PyC_ExceptionBuffer didn't, now either print to the output.
Without this, callers are unable to do anything with the error string.
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Using alloca in C++ is not recommended, especially when we have the
blender::Array type that can contain an inline buffer.
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This commit cleans up the RNA names of select mirror operators so that
they are all "Select mirror".
This makes the select menu in edit/pose mode consistent regardless of
object type.
Differential Revision: https://developer.blender.org/D7356
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This is especially useful when trying to add a node group instance, e.g. via
drag & drop from the Outliner or Asset Browser.
Previously this would just silently fail, with no information why. This is a
source of confusion, e.g. earlier, it took me a moment to realize I was
dragging a node group into itself, which failed of course.
Blender should always try to help the user with useful error messages.
Adds error messages like: "Nesting a node group inside of itself is not
allowed", "Not a compositor node tree", etc.
Adds a disabled hint return argument to node and node tree polling functions.
On error the hint is reported, or could even be shown in advance (e.g. if
checked via an operator poll option).
Differential Revision: https://developer.blender.org/D10422
Reviewed by: Jacques Lucke
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Allow users to undo the effect of the "Generate Preview" operator in the
asset browser (`ED_OT_lib_id_generate_preview`). Without this, the
button is too dangerous.
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A few strings describing RNA objects were wrong, including copy/paste errors, spelling and case.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10899
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Before rBf674976edd88, the flag indicating whether a curve was 2D or 3D was
ignored by Surfaces objects.
So it can be said that Surfaces objects were always 3D.
We could remove updates to 2D on Surface objects, so the behavior is
identical to what it was before.
But this would also cause the return of `data.dimensions` to be misleading,
complicate the code a bit and add a micro overhead.
So the solution here is just to init all Surface objects as 3D.
Surface objects can now be constrained to 2D with the command:
```
data.dimensions = '2D'
```
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The mixing function was designed to give correct results for Mix values of
-1, 0, and +1, but the behavior between these points was not linear. This is
unavoidable, because the function depends on both Mix and Mix^2 (by
multiplying value and mf) so they could not cancel out completely.
The new formula simply calculates the weighted sum without trying to invent
a smooth function.
Value for MixGlareOperation is now passed directly without scaling because
it is then easier to use.
Note that the previous formula performed max() twice for both input image
and the result, now there is just one max() per channel because the glare
input can't be negative.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7138
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Related to {T77023}. When using many Denoise nodes the memory in OIDN
are allocated up front. A mutex could stall the process until. This
change will allocate the memory after it received the lock.
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