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To match the existing Python .obj importer, and to make it easier for
the user to determine which object is which, use the filename for the
default object name instead of "New object".
Differential Revision: https://developer.blender.org/D15133
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This was an oversight. I checked that no other node had the same regression.
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Since the occlusion input is going to be removed in EEVEE-Next, I just
added a temporary workaround. The occlusion is passed as SSS radius
as the Specular BSDF does not use it.
The final result matches 3.1 release
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Issue is caused by an off by one error which would map some edge loops to
the loops of some the next polygon in the list of polygon, which may not
be a topological neighbor.
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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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It's perfectly legal for `nmd->settings.properties` to be null if
there are no properties.
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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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Intel iGPU (HD4000) supports OpenGL 4.4 but doesn't support conservative
depth. (GL_ARB_conservative_depth). This change will only check for the
availability of the extension.
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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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NURBS curves can be invalid when the order is less than the number
of points, or in a few other situations. Currently the evaluated data of
an invalid NURBS curve is empty. This is inconvenient because it
requires checking for empty curves when it otherwise wouldn't be
necessary. This patch replaces that fallback with copying the original
data to the evaluated points. This makes conceptual sense too, as if
the curve couldn't be evaluated-- which wouldn't necessarily delete it.
Usually the UI protects against this happening, but it's currently
possible to create an invalid curve with some operations like the
delete geometry node.
Differential Revision: https://developer.blender.org/D14837
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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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The new OBJ importer is producing "sharp" edges on some meshes that
should be completely smooth. Only observed on UV-Sphere type meshes
so far (see T97820).
I'm not 100% sure what is the root cause, but my theory was that
maybe due to limited number of float digits that are printed for
vertex normals in the file, the normals that are read in are not
always exactly 1.0 length. And then the Blender's "set custom loop
normals" function (which expects normalized inputs) wrongly marks
some edges as sharp.
Adding explicit normalization for the normals that are read from the
file fixes the wrongly-sharp edges in test cases from T97820. I
have not observed measurable performance impact in importing large
models (e.g. 6-level subdivided Monkey) that contain vertex normals.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15202
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The importer was not doing a notification that the scene has changed, so
the bottom status bar scene stats info was not updated right after the
new OBJ import.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D15015
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Re-organize de-selection so that there is less conflict between tracking
and masking operators.
Still not fully ideal: the LMB selection does not de-select everything
now since the `mask.select` with `deselect_all` is only added to the
keymap when the RMB is the select mouse. While this is sub-optimal, this
seems to be how mask selection behaved in the Image Editor in 3.1.
Not sure it worth looking into a more complete fix, as it will likely be
too big to be safe for a corrective release.
Differential Revision: https://developer.blender.org/D15183
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The comparison between dot products of each point of the poly were
not taking into consideration negative values. FLT_MIN was used rather
than -FLT_MAX due to a misunderstanding of the FLT_MIN definition.
Maniphest Tasks: T98718
Differential Revision: https://developer.blender.org/D15161
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When searching for the active NLA strip, avoid overwriting the found strip
pointer with NULL if it was already found in a previous iteration.
The active strip is searched for while looping over the NLA tracks. If the
active strip was found on a previous track, and not on the current track,
this would effectively set `actstrip = NULL`. This is now avoided.
Another benefit is that the search for the active strip is stopped as soon
as it's found, which should increase performance a tiny bit.
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The `update_active_strip_from_listbase()` function took meta-strips in
the "source" list into account, but didn't recurse into the
corresponding meta-strip of the "destination" list. This is now fixed.
`update_active_strip_from_listbase()` needed a few changes to resolve
the issue:
- It was renamed to `find_active_strip_from_listbase()` to limit its
reponsibility to just finding the active strip. It now leaves the
assignment to the caller. This reduces the number of parameters by 1
and makes recursion simpler.
- The destination strips are now, like the source strips, passed as
`ListBase`, so that both source & dest can be recursed simultaneously.
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This issue was only exposed by ba49345705a3. The ID pointer of the
material's parent tree-element wasn't actually pointing to an ID, but to
the list-base containing the IDs. It was just unlikely to cause issues
in practice, although an assert was thrown.
Just don't do anything if the object or object-data to unlink the
material from could not be found. The following commit will introduce a
error message about this.
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Instancing with geometry nodes uses just the evaluated Mesh, and ignores the
Object that it came from. That meant that it would try to look up the subsurf
modifier on the instancer object which does not have the subsurf modifier.
Instead of storing a session UUID and looking up the modifier data, store a
point to the subsurf modifier runtime data. Unlike the modifier data, this
runtime data is preserved across depsgraph CoW. It must be for the subdiv
descriptor contained in it to stay valid along with the draw cache.
As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime
data, reducing memory usage for meshes not using subdivision surfaces.
Also fixes T98693, issues with subdivision level >= 8 due to integer overflow.
Differential Revision: https://developer.blender.org/D15184
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The value of disabled buttons shouldn't be changed through dropping onto
it. Check for the disabled state in the drop operator poll, so the
dragging code will change the cursor to show that dropping isn't
possible at the given cursor location.
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This could spam the console with errors (potentionally slowing down in
cases).
Was added in rBeae36be372a6, but not used.
Maniphest Tasks: T98565
Differential Revision: https://developer.blender.org/D15113
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The initial point count check was only being done for Bezier curves.
This revision fixes T98624 by adding the check for NURBS curves as well.
Reviewed By: HooglyBoogly
Maniphest Tasks: T98624
Differential Revision: https://developer.blender.org/D15140
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The BMesh case was missing when extracting the loose edges flags used for
display, so the code was crashing on unitialized `MEdge` pointer.
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Added Windows/Intel GPU to the list of work-a-rounds. This will
reduce the performance when using Intel GPUs on all platforms.
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Now that VR offscreen drawing accounts for object type visibility,
armatures should be displayed when specified.
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The operator set the color but the factor of the mix value was not updated and as the default value was 0, the color was not vivible and only worked when the stroke was previously painted.
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Caused by {rB6a3c3c77b3eb}.
Displacement and wave were tagging the original mesh normals dirty,
instead the result's normals need tagging. Seems like a typo in above
commit (similar to rBfe43c170831f).
Maniphest Tasks: T98727
Differential Revision: https://developer.blender.org/D15165
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Setting version and flag to RC for the upcoming corrective release.
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Fix regression and remove duplicated computation.
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This bug was unreported. This was triggering a linking error caused by
the vertex shader not having a local version of `attr_load_temperature_post`
and `attr_load_color_post`.
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This was caused by the `copy_m4_m4` trying to copy the `object_to_texture`
from `drw_grid` which was `nullptr`.
Fixing this also exposed that rendering such volumes (without any valid
grid attributes) is not supported and we should follow what Cycles does.
Differential Revision: https://developer.blender.org/D15147
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This avoid leaving a `GPUMaterial` in a `GPU_MAT_QUEUED` state which would
block rendering.
Fix T98603: Hang when saving project in material preview mode
Maniphest Tasks: T98603
Differential Revision: https://developer.blender.org/D15135
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The original assert did not take into account the offset size in the loop being -1. The tests were then run in non-debug mode, so while the mesh regressions still passed, the false positive asserts that happened were not caught.
Differential Revision: https://developer.blender.org/D15136
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Simple typo in rB55e3930b253e.
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This was leading to some crashes and warnings such as:
"Code marked as unreachable has been executed. Please report this as a bug."
Differential Revision: https://developer.blender.org/D15116
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This did not refresh the Image editor, but more importantly this now
appeared cropped (a regression from the partial image updater).
Solved in the RNA function by:
- calling BKE_image_partial_update_mark_full_update
- sending appropriate notifier
Maniphest Tasks: T98573
Differential Revision: https://developer.blender.org/D15110
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Regression in [0]. When zoomed in, we can be within the face of an
island but too far from an edge, in this case
uv_find_nearest_face_multi_ex is used instead of
uv_find_nearest_edge_multi with the consequence that hit.l cannot be
used in uvedit_uv_select_test (it is NULL).
Instead, use uvedit_face_select_test instead in this case.
[0]: d356edf420ba13b3a544dcc598a0e31a36e1d86c
Reviewed By: campbellbarton
Ref D15100
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The original index layer was not initialized properly.
Supporting original indices properly for this node is
doable, but for now it is better to simply initialize them
to the "none" value to fix the crash.
Differential Revision: https://developer.blender.org/D15105
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The problem was that copying a `CDDerivedMesh` (`CDDM_copy`) doesn't
copy the `vert_normals` reference that it takes from a mesh. Since this
entire area is almost completely broken anyway (mainly in terms of
ownership handling), for now we can just avoid copying the `DerivedMesh`
in the zero levels case.
Longer term, this area should be refactored to remove `DerivedMesh`
and use the newer subdivision evaluation system.
Differential Revision: https://developer.blender.org/D15099
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This was due to older drivers not honoring varying attributes shadowing by
local variables. Renaming the input argument fixes the issue.
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linked to multiple scenes.
Crash happened because code could not find a valid base in current scene
after adding the object, added some checks for that.
Root of the issue was wrong assumptions in `BKE_object_add` logic, which
would pick the first valid ancestor collection in case initially
selected collection was not editable. In some case, this could pick a
collection not instanced in the current scene's view layer, leading to
not getting a valid base for the newly added object.
Addressed this by adding a new variant of `BKE_collection_object_add`,
`BKE_collection_viewlayer_object_add`, which ensures final collection is
in given viewlayer.
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Code was using the loop [which is looping over the selection] index as
an index for the lookup into the edges directly, but needs to be a
lookupinto the IndexMask.
Also renamed the variable (as used elsewhere) to make this more clear.
If accepted, would be nice to still get this into 3.2.
Maniphest Tasks: T98536
Differential Revision: https://developer.blender.org/D15089
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The tweak tool was toggling node selection twice, as the selection
key-map is already accounted for in the node key-map there is no need
to duplicate the actions in the tweak tool.
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Although reusing the same patch coordinate for all corner pointing the
same vertex works for interpolation vertices, it does work for
interpolation face varying attributes. So we need to keep the original
patch coordinates around for face varying interpolation. This was caused
by the previous fix (a5dcae0c641604c033f852e41841f58460c40069).
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Use the scale from the wmGizmo.matrix_final as a reference for the
arrow head-size.
Reviewed By: campbellbarton
Ref D15056
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