Age | Commit message (Collapse) | Author |
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Previously only vectors were accepted for the second point argument:
mathutils.interpolate.poly_3d_calc()
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Resolve ownership ambiguity with shared physics pointers.
Previously, LIB_ID_CREATE_NO_MAIN allowed pointer sharing with
the source ID so physics caches can be shared between original and
evaluated data: (Object.soft.shared & Object.rigidbody_object.shared).
This only worked properly for LIB_TAG_COPIED_ON_WRITE ID's,
as LIB_TAG_NO_MAIN can be used in situations where the original ID's
lifetime limited by it's original data.
This commit adds `LIB_ID_COPY_SET_COPIED_ON_WRITE` so ID's only share
memory with original data for ID's evaluated in the depsgraph.
For all other uses, a full copy of physics data is made.
Ref D11228#287094
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Expand is not expected to update the visibility state of the PBVH, only
the Face Sets IDs. If visibility updates are made accidentally, PBVH
rendering breaks.
In order for this to work properly, the following fixes are needed:
- Expand should always check for active component before attempting to
modify a Face Set ID
- Expand should always check the visibility state on original_face_sets, as
it is the array that contains the visiblilty state that corresponds with the
current state used for PBVH rendering. This implies that after any modification
done by Expand, the visibility state of ss->face_sets and
expand_cache->original_face_sets should match (like in any other tool that
does not modify visibility).
- Expand should never modify the Face Set ID of a poly that is hidden in
expand_cache->original_face_sets.
- When deleting an ID, hidden Face Sets should be skipped when picking IDs for
content filling. This avoids introducing hidden IDs back into the visible
geometry even after updating its visibility state.
Reviewed By: JulienKaspar, JacquesLucke
Maniphest Tasks: T88230
Differential Revision: https://developer.blender.org/D11243
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Treat a missing <diffuse> the same as a black diffuse color.
The easiest way to see this bug is with a Collada shader like
```
<constant>
<emission>
<color sid="emission">1 0 0 1</color>
</emission>
</constant>
```
The Collada spec says this should be just
```
color = <emission>
```
ie. red everywhere. The importer slots the red into the Principled Emission socket, but since it leaves the Base Color as the default off-white, this is added to red, and the material looks white-pink in the light and red only in the shadows.
Putting black in the Base Color makes it look red everywhere.
D10939 will also eliminate the much-less-noticeable specular term for this case.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10941
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- rename boolean is_zero by more descriptive has_specularity
- add some clarifying comments (and TODO)
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Collada shaders with black <specular> should import with Specular=0.
(A missing <specular> is the same as black.)
The general specular conversion is hard, but this case is common and easy.
Fixes the specular for all <constant>/<lambert> shaders, and <blinn>/<phong>
shaders with black/omitted <specular>. Before this they all looked too "shiny".
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10939
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As in the old Blender Internal baking code, this still relies on there being a
good mapping to the original vertices.
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Combining location, rotation and scale channels into a matrix is
a standard task, so while it is easily accomplished by constructing
and multiplying 3 matrices, having a standard utility allows for
more clear code.
The new constructor builds a 4x4 matrix from separate location,
rotation and scale values. Rotation can be represented as a 3x3
Matrix, Quaternion or Euler value, while the other two inputs
are vectors. Unneeded inputs can be replaced with None.
Differential Revision: https://developer.blender.org/D11264
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No real functional changes.
When `i` is zero, `filelist_cache_previews_push` was called twice with
the same icon.
This caused the preview to be computed twice when only once is needed.
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Before, the camera parameters were calculated only for first frame.
If the camera is animated, these values need to be recalculated in order to get the new camera view position and export the strokes as expected.
Also fixed the export of PDF when the view is not in camera view. PDF export, needs to be done in camera view.
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* Boolean Modifier > Fast > Overlap Threshold (Logarithmic).
* Remesh Modifier > Voxel > Voxel Size (Logarithmic).
* Sculpt > Dyntopo > Detail Size (Cubic).
Ref D9074
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This patch introduces non linear sliders. That means, that the movement
of the mouse doesn't map linearly to the value of the slider.
The following changes have been made.
- Free logarithmic sliders with maximum range of (`0 <= x < inf`)
- Logarithmic sliders with correct value indication bar.
- Free cubic sliders with maximum range of (`-inf < x < inf`)
- Cubic sliders with correct value indication bar.
Cubic mapping has been added as well, because it's used for brush sizes
in other applications (Krita for e.g.).
To make a slider have a different scale type use following line in RNA:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_LOGARITHMIC);`
or:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_CUBIC);`
Test the precision, step size and soft-min if you change the scale type
of a property as it will feel very different and may need tweaking.
Ref D9074
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macOS Clang
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Use the `CurveEval` function introduced in the last commit.
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Since spline data is stored separately for each spline, the data often
needs to be flattened into a separate array. It's helpful to have the
necessarily-sequential part of that split off into a separate method.
I've found myself using functions like these in quite a few places.
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Adds internal API for creating and managing OpenXR actions at the
GHOST and WM layers. Does not bring about any changes for users since
XR action functionality is not yet exposed in the Python API (will be
added in a subsequent patch).
OpenXR actions are a means to communicate with XR input devices and
can be used to retrieve button/pose states or apply haptic feedback.
Actions are bound to device inputs via a semantic path binding
(https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles),
which serves as an XR version of keymaps.
Main features:
- Abstraction of OpenXR action management functions to GHOST-XR,
WM-XR APIs.
- New "xr_session_start_pre" callback for creating actions at
appropriate point in the XR session.
- Creation of name-identifiable action sets/actions.
- Binding of actions to controller inputs.
- Acquisition of controller button states.
- Acquisition of controller poses.
- Application of controller haptic feedback.
- Carefully designed error handling and useful error reporting
(e.g. action set/action name included in error message).
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D10942
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Introduced in rB48fa029dd11b.
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This was a bug uncovered by rB50782df42586.
Previously, the lightcache was always discarded between redraw and forced
to be updated again.
Now we check for update inside the render loop making it compatible with
accumulation motion blur and long exposure.
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This was caused by the slight focus gather not being wide enough
for small radii. Now the cast to int will properly round the radius to
the nearest integer.
This is related to T86244 Black Artefacts in EEVEE on Transparent BSDF
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This was caused by the bokeh LUT being sampled outside the valid range.
But `texelFetch` is only valid if the sample actually exists. This lead to
undefined behavior.
The fix is to increase `DOF_MAX_SLIGHT_FOCUS_RADIUS` (which just offsets the
LUT along the X=Y axis) to avoid any sample outside the defined range.
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This fix the compiler warning too.
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operator
This is only used when the preset is set to 'Custom', make that clear in
the tooltip and disable editing the value if another preset is used.
Issue came up in T88155.
Maniphest Tasks: T88155
Differential Revision: https://developer.blender.org/D11210
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effect
The way it is now, `ClothVertex->mass` is setup once for the clothObject
and then reused if it already exists [so does not change across frames/
steps] which happens in`cloth_from_object` / `do_init_cloth`, where
`SIM_cloth_solver_init` / `SIM_mass_spring_set_vertex_mass` are called
and set up masses in `Implicit_Data`.
Seems possible to update `ClothVertex->mass` every step in
`do_step_cloth`, however it seems more involved to update the masses in
`Implicit_Data` there as well. The masses from `Implicit_Data` are
accessed in many places, so it would be mandatory to have these masses
kept up-to-date (and even then it is unclear if the solver was designed
to work with these animated or if there are assumptions about this being
stable across the sim).
So propose to remove the (broken/not implemented) animation capabilities
on the property instead.
Maniphest Tasks: T88188
Differential Revision: https://developer.blender.org/D11225
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This code in the geometry set header was not directly related to
geometry sets, it makes more sense in the attribute access header.
This makes it clearer that code for geometry components uses attribute
code, rather than the other way around. It also allows adding more
functionality to `BKE_attribute_access.hh` that depends on these things
without including `BKE_geometry_set.hh` there.
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The code incorrectly used the size of the second to last segment rather
than the last segment's size. That was a problem when the last segment
is a vector segment but the second to last isn't.
I also used the opportunity to slightly refactor the control point
offsets cache, making it one longer so it also contains information
about the size of the last segment, simplifying other code.
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In {rB266cd7bb82ce}, support for muting links was added. It might be
debatable if we define a shader as "having" displacement even if the link
is muted, but after said commit, shader_has_displacement() would return
true but still leave the returned node as NULL.
Now also return false if the link is muted (otherwise the caller would
need to additionally check the returned node as well.)
Maniphest Tasks: T88234
Differential Revision: https://developer.blender.org/D11256
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Conflicts:
source/blender/editors/object/object_add.c
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Now the operators work like other areas of Blender using the list of selected objects.
Also, the name has been changed to:
```Layers:
- Copy Layer to Selected
- Copy All Layers to Selected
Materials:
- Copy Material to Selected
- Copy All Materials to Selected```
Reviewed By: mendio, pablovazquez, pepeland
Differential Revision: https://developer.blender.org/D11216
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This module exposes the platform utils defined in the GPU module in C.
This will be useful for porting existing code with `bgl` to `gpu`.
Reviewed By: fclem, brecht, campbellbarton
Maniphest Tasks: T80730
Part of D11147
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This module exposes the capabilities defined in the GPU module in C.
This will be useful for porting existing code in `bgl` to `gpu`.
Reviewed By: fclem, brecht, campbellbarton
Maniphest Tasks: T80730
Part of D11147
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