Apparently, the 65bit Intel architecture is presented differently
on Linux and Windows.
Allow both variants for the command line, so that semantically the
command line argument can be seen as a lower case platform.machine.
When updating a mesh, the GPU Subdivision code makes calls to
`GPU_indexbuf_bind_as_ssbo()`.
This may cause the current VAO index buffer to change due to calls from
`glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` in
`GPU_indexbuf_bind_as_ssbo()`.
The solution is to unbind the VAO (by calling `glBindVertexArray(0)`)
before creating the index buffer IBO.
Co-authored-by: Germano Cavalcante <grmncv@gmail.com>
Pull Request #104873
Possible values are x86_64 and arm64.
Allows to use make_update.py in a cross-compile environment, like
building x86_64 macOS Blender from Apple Silicon machine.
Pull Request #104863
In the Dope Sheet and the Timeline, it was possible to drag the view until the keyframes were completely out of view.
(Important to drag in the region with the keyframes, dragging in the channel box already did clamping)
This patch adds a clamping mechanism matching that of the channel box. That means the last channel will stick to the bottom of the view.
Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104516
Fix a crash when using the Euler Filter from the Graph Editor on baked curves.
The crash happened because baked curves have no bezt array.
Skipping any curves where that was missing fixes the issue.
Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104858
3.2 and 1.6 where used as rough equivalents to M_PI & M_PI_2, however
this raised questions about the significance of these values.
Running thousands of tests with generated euler inputs I wasn't able to
detect a difference so use M_PI & M_PI_2 instead.
Fix a crash when using the Euler Filter from the Graph Editor on baked curves.
The crash happened because baked curves have no bezt array.
Skipping any curves where that was missing fixes the issue.
Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104858
According to the report it is a regression since 3.2, but it is tricky
to pin-point which exact commit caused it.
The root of the issue is that under certain circumstances frame might
be read and processed twice, depending on the order in which panels and
the main area is drawn: the footage information panel skips cache, so
it it is drawn prior to the main area it leads to 2 frame reads. Opening
the Metadata panel triggers code path which forces frame to be put to
the cache, solving the double frame read.
Solution is simple: do not skip cache when acquiring image buffer for
the footage information: the same frame will be needed for the main
area as well.
Pull Request #104860
On a user level there are no expected changes, other than being able
to update submodules and libraries from a main repository at a detached
HEAD situation (which did not work before).
On the infrastructure level of things this moves us closer to ability
to use the main make_update.py for the buildbot update-code stage, and
to remove the update-code section from the pipeline_config.yaml.
The initial idea of switching make_update to the pipeline config did
not really work, causing duplicated work done on blender side and the
buildbot side. Additionally, it is not easy to switch make_update.py
to use pipeline_config.yaml because the YAML parser is not included
into default package of Python.
There will be few more steps of updates to this script before we can
actually clean-up the pipeline_config: the changes needs to be also
applied on the buildbot side to switch it to the actual make_update.
Switching buildbot to the official make_update.py allows to much more
easily apply the submodules change as per #104573.
Having a threshold well above PI would result in discontinuity in some
cases.
The discontinuity can be measured by generating euler values (both
random and interpolated rotations), then comparing the accumulated
difference.
Changing the threshold for wrapping rotations produces at least as good
or more compatible results.
This was reported as #17297 and fixed in [0], however the change was
only applied for the game-engine.
Ref !104856
[0]: ab44742cf3
This was broken even before 0649e63716 and was always expanding the
`Image`, not the movie clip (even if the source was set to
`CAM_BGIMG_SOURCE_MOVIE`)
Now the rule here seems to be to always expand unconditionally, so
remove checking the source and always expand image and movie clip.
Co-authored-by: Philipp Oeser <philipp@blender.org>
Pull Request #104815
* Repeat last operator now works for mesh filters.
* Added an iteration_count property to repeat the filter.
This is especially useful when compounded with the repeat
last operator tool.
* The mouse event history is stored for mesh filters
with more advanced user input (mostly Smooth and Relax
filters).
meson defaults to debug builds [0] unless you tell it differently, this
diff changes the options for
- epoxy
- fribidi
- harfbuzz
- wayland
- wayland_protocols
to be optimized, mesa was already optimized
[0] https://mesonbuild.com/Builtin-options.html#core-options
Pull Request #104802
Passing a `BitSpan` is generally better because then the caller is not
forced to allocate the bits with a `BitVector`. Also, the `BitSpan` can
be stored in the stack, which removes one pointer indirection compared
to accessing bits through a `BitVector &`.
This adds `BitSpan` and `MutableBitSpan`. They work essentially the same as
the normal `Span` and `MutableSpan`, but work on individual bits instead
(the smallest type `Span` can handle is one byte large).
This also splits up `BLI_bit_vector.hh` and introduces two new headers:
`BLI_bit_ref.hh` and `BLI_bit_span.hh`.
The goal here is to make working with dynamically sized bit masks more
convenient. I'm mainly working on this because I might want to use this
in #104629. It can also be used to cleanup function signatures that
currently take a reference to a `BitVector`. Like with `Span` vs. `Vector`,
it is better to pass a `BitSpan` to function than a `const BitVector &`.
Unit tests for the new code are included.
Pull Request #104671
Cycles uses the "split faces" mesh function to support sharp edges
and auto-smooth. However, 75ad8da1ea updated that
function to ignore the edges that are explicitly tagged as sharp and
only use the edge angle. Fix by taking the attribute into account too.
The custom data layer mappings from dfacaf4f40 were created
*before* the BMesh shape key layers were added, invalidating the BMesh
data offsets they stored. Fix by creating the mappings after all layers
have been created.
Clean up logic to make it more clear and formalize the way to choose
fixed node data type based on operation. This make possible to more
easily fix wrong node data type for color type and less than ops.
Pull Request #104617
Fix: The BKE_nlatrack_remove_and_free (#104752) unit test leaks a little memory. Cleaning up the rest of the track list to ensure everything is freed.
Co-authored-by: Nate Rupsis <nrupsis@gmail.com>
Pull Request #104839
This PR adds 2 new methods:
* BKE_nlatrack_remove
* BKE_nlatrack_remove_and_free
and modifies the existing `BKE_nlatrack_free` to remove the track list parameter.
This refactor splits out the removal / freeing into it's own methods, and provides a higher order method (BKE_nlatrack_remove_and_free) to conveniently call both.
Co-authored-by: Nate Rupsis <nrupsis@gmail.com>
Pull Request #104752
When appending assets it often isn't expected for the asset tags and
meta-data to be included. Add an option to the append operator to
disable appending the asset data, exposing existing internal options.
This adds the "Select More/Less" operators for Curves. Both operators use the `select_adjacent` function to (de)select adjacent points.
Pull Request #104626
Code to set the dragging data for a button was mostly duplicated, they
share it now. The followup commit also needs an easy way to reuse the
logic, which is possible now.
No longer use the existance of an image pointer inside the button, or
the the type of a button to decide if the entire button should be
draggable, or only its icon. This was rather sneaky, undocumented
behavior. Instead make this a proper option in the public UI API, and
enable it by default in specific cases to match the previous behavior.
This at least makes the behavior known and controllable in the API, and
not something that's just "secretly" done deep down in the button
handling code. I'd argue we should just use the entire button width by
default for dragging, but that would be a bigger change.
When the users click the "Mark as Asset" with the mouse hover the fake
user button, the button was not refreshed. In fact, the areas are not
listening to the "NC_ID NA_EDITED", which is the signal emitted after
an asset is marked/unmarked. Because of this, the areas aren't redrawn
(especially the ID buttons).
This little patch adds the event listening for the areas where this
problem is happening node editor and properties editor.
Pull Request #104694
After the removal of the "normal" attribute providers, we no longer
use the concept of read-only attributes. Removing this status simplifies
code, clarifies the design, and removes potentially buggy corner cases.
Pull Request #104795