Age | Commit message (Collapse) | Author |
|
Due to a recent Blender API change, MDeformVert entries
must be read as custom data.
|
|
Now multiplying the curve radius values by the bevel radius
when calculating curve widths. Change authored by
Charles Wardlaw.
|
|
The static functions GetMeshPoints() and GetTopology()
have been removed from the adapter classes in USD 22.11.
In anticipation of this change, the code was updated to
call the corresponding virtual functions instead.
Change authored by Charles Wardlaw.
|
|
|
|
Small change to ensure Edit mode meshes are committed during the
export process. Without this change, meshes may be empty in the
USD. This update was authored by Charles Wardlaw.
|
|
|
|
I did a poor master merge in D14920 before landing and AV_CODEC_ID_AV1
accidentally ended up in `ffmpeg_format_items` rather than
`ffmpeg_codec_items`
|
|
UI panel may suggest, that disabling "Proxy & timecode" would cause
timecodes not being used, but this was not the case. Now timecodes will
be used only if the checkbox is checked.
|
|
The bug has existed since crasy space was implemented.
rBbf8a26b7453d made the error even worse as the
`modifiers_disable_subsurf_temporary` function, which works like a
toggle, did not temporarily re-enable subsurf.
The main problem is that the derived mesh is modified but not marked as
dirty at the end.
|
|
Commit bcc56253e26e introduced 3 frame negative offset for seeking. This
can result in negative seek values.
Ensure, that seek value is always positive.
|
|
Internal links are run-time/derived data. Therefore it is not necessary
to load them from .blend files where invalid internal links may be stored.
They will be regenerated after a node tree is loaded anyway.
|
|
Vertex indexing has not been updated and stroke_start usage was wrong.
Update all `stroke_start` usage.
|
|
Updated the mesh reading code when reading shapes,
to fix a crash due to the updated mesh API introduced
in the last merge from master.
|
|
`vert_len` was being shadowed and index_min & max wasn't correctly set.
|
|
|
|
Batching was broken / disabled and starting indices were wrong.
|
|
Mistake in own rBb6a35a8153c3 which caused code to always recurse into
bone hierarchies (no matter which collapsed level an armature was
found).
This led to bone counts always being displayed even outside a collapsed
armature (e.g. if an armature was somewhere down a object or collection,
the collapsed object or collection would show this bonecount).
This is inconsistent with other data counting in the Outliner, e.g.
vertexgroups or bonegroups do have their indicator at object level,
however the counter only shows if `Vertex Groups` or `Bone Groups` line
shows (so if the object is not collapsed).
And this also led to the bug reported in T101946 which was that the bone
counts would be treated as collections when further down a collapsed
hierarchy.
Background: The whole concept of `MergedIconRow` is based on the concept
of counting **objects types or collectinons/groups**. If other things
like overrides, vertexgroups or bonegroups are displayed in a counted/
merged manner, then these will always be counted in the array spots that
are usually reserved for groups/collections. But for things this is not
a problem (since these are only displayed below their respective
outliner entry -- and will never be reached otherwise).
So to correct all this, we now only recurse into a bone hierarchy if a
bone is at the "root-level" of a collapsed subtree (direct child of the
collapsed element to merge into).
NOTE: there are certainly other candidates for counted/merged display
further up the hierarchy (not just bones -- constraints come to my mind
here, but that is for another commit)
Maniphest Tasks: T101946
Differential Revision: https://developer.blender.org/D16319
|
|
Currently, if an image exceed the texture limit setup by the user or the
GPU backend, it will be scaled down to satisfy the limit. However,
scaling happens independently per axis, that means the aspect ratio of
the image will not be maintained.
This patch corrects the smaller size to maintain the aspect ratio.
Differential Revision: https://developer.blender.org/D16327
Reviews By: Clement Foucault
|
|
|
|
|
|
This allows using instancing in other ways, like resources indexing.
|
|
|
|
rBb70bbfadfece allowed scaling of zero-radius points, but as it behaves
differently from other radius, it may not be suitable for multi-point
transformation.
|
|
Regression in rBa7aa0f1a0c24.
The default values of `t->snap` have been changed.
|
|
This could result in wrong behavior depending on the order in which the
Image.filepath and Image.source fields are set from within Python for
example.
Caused by rB72ab6faf5d80
|
|
Kind of intentional regression on rB2d1fe736fabd.
But the solution now is (theoretically) better than adding a hard coded
threshold.
For cases with zero radius, the new radius is now the offset of the
ratio projected onto the plane of the origin point.
|
|
|
|
For the JPG preview, the only thing that was changed in the image
format was the format itself. However, the colorspace code now also
checks the bitdepth through BKE_image_format_is_byte, so the depth
needs to be explicitly set to 8-bit for the JPG preview output.
|
|
The node grid snap only works with 2D coordinates, no transformation
matrix and no Objects.
Also rename `applyGridAbsolute` to `node_snap_grid_apply`.
|
|
|
|
Error introduced in rB1edebb794b76.
In that commit it was kind of forgotten that the snap to grid is also
used in 3D views.
Also a refactoring and cleanup was applied to simplify the code.
|
|
Code adding stash track was clearing out track flags, instead of editing
them as it should have...
Note that there are a lot of other weaknesses in action stash code (like
relying on the (translated!!!!!!) name of the track to know whether it's
a stah or not).
|
|
Previously, the Blender video renderer did not have support for
encoding video to AV1 (not to be confused with the container AVI).
The proposed solution is to leverage the existing FFMpeg renderer
to encode to AV1.
Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns
"libaom-av1" which is the "reference implementation" for AV1 encoding
(the default for FFMpeg, and is slow). "libsvtav1" is faster and
preferred so there is extra handling when fetching the AV1 codec for
encoding such that "libsvtav1" is used when possible.
This commit should only affect the options available for video
rendering, which includes the additional AV1 codec to choose from, and
setting "-crf".
Also note that the current release of FFMpeg for ArchLinux does not
support "-crf" for "libsvtav1", but the equivalent option "-qp" is
supported and used as a fallback when "libsvtav1" is used (as
mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ).
(Actually, both "-crf" and "-qp" is specified with the same value in
the code. When a release of FFMpeg obtains support for "-crf" for
"libsvtav1" is released, the code shouldn't be needed to change.)
The usage of the AV1 codec should be very similar to the usage of the
H264 codec, but is limited to the "mp4" and "mkv" containers.
This patch pertains to the "VFX & Video" module, as its main purpose
is to supplement the Video Sequencer tool with the additional AV1
codec for encoded video output.
Differential Revision: https://developer.blender.org/D14920
Reviewed By: sergey , ISS, zeddb
|
|
When the image colorspace is not data, linear or sRGB, the image will
be converted to float (and colorspace-converted) during loading.
However, if it also needs to be rescaled (due to exceeding the GPU
texture size limit), the resizing assumed that it's still a byte
texture.
|
|
Accidentally added in rB2510bd3a5f35d14f5e0e098c79a776916d273223
|
|
|
|
Function returns the active GPU backend type.
|
|
vec.st is legacy OpenGL and should not be used.
|
|
In rBed6c8d82b804 it was wrongly assumed that the constraint functions
always apply the transformations.
But that is not the case for when axes are aligned.
The `mul_m3_v3(t->con.pmtx, out)` fallback is still required.
|
|
The bokeh blur node flipped its bokeh input due to the conceptual
difference between the search window space and the weights texture
space. This patches fixes that by inverting the weights texture to match
the search window.
The variable size option actually flips the bokeh input for the CPU
compositor. It is unclear if this is expected, so we deviate from that
behavior for now.
|
|
This fixes some firefly issues on corners of the cubemaps where the
blending factors would go above 1 or below 0.
|
|
When changing a scene's unit scale from 1 to something else, 0.1 for
e.g. walk navigation no longer worked properly. Whenever gravity is
enabled, and the user starts to fall or jump, the view-port glitched out
into low earth orbit.
Reviewed By: campbellbarton
Ref D16277
|
|
f1c0249f34c4171ec incorrectly assumed that the importer functions that
assigned material indices set all of the values, but that isn't true
for all files.
|
|
Now hiding the instance prototype parent collection in
both the viewport and render. This change was also
necessary because the previous code for hiding
prototype layer collections stopped working with the
latest merge from master.
|
|
|
|
|
|
Leak introduced in recent fix - bf8d4a9bc6fb28.
|
|
The `ED_object_get_active_image` is used from the renderer which deals with
evaluated objects. This means the material api for evaluated objects has
to be used.
|
|
|
|
Adds the possibility of having a little number on top of icons.
At the moment this is used for:
* Outliner
* Node Editor bread-crumb
* Node Group node header
For the outliner there is almost no functional change. It is mostly a refactor
to handle the indicators as part of the icon shader instead of the outliner
draw code. (note that this was already recently changed in a5d3b648e3e2).
The difference is that now we use rounded border rectangle instead of
circles, and we can go up to 999 elements.
So for the outliner this shows the number of collapsed elements of a
certain type (e.g., mesh objects inside a collapsed collection).
For the node editors is being used to show the use count for the data-block.
This is important for the node editor, so users know whether the node-group
they are editing (or are about to edit) is used elsewhere. This is
particularly important when the Node Options are hidden, which is the
default for node groups appended from the asset libraries.
---
Note: This can be easily enabled for ID templates which can then be part
of T84669. It just need to call UI_but_icon_indicator_number_set in the
function template_add_button_search_menu.
---
Special thanks Clément Foucault for the help figuring out the shader,
Julian Eisel for the help navigating the UI code, and Pablo Vazquez for
the collaboration in this design solution.
For images showing the result check the Differential Revision.
Differential Revision: https://developer.blender.org/D16284
|