Wasn't exactly clear what this was doing before, and the logic using it
requires a bit of brain gymnastics to follow (with negations, nested
if's and continue's).
CTX_data_ensure_evaluated_depsgraph should not be used in drawing code.
This triggered a depsgraph updated which in turn called
DRW_notify_view_update. This would bind the GPU context a second time
and hang due to recursive mutex calls.
Issue wasn't directly related to material assets or the shader editor.
Simpler steps to reproduce:
- Open Asset Browser
- Change Asset Browser to different editor type
- Open new file (Ctrl+N)
The asset browser would remain in storage as inactive editor, including
pointers to the asset system. When opening a new file, the asset system
would get freed before the asset browser, which would then access
dangling pointers as part of its own freeing process.
Part of the issue is that `SpaceType.exit()` doesn't get called in this
case, which would remove the asset system references before the asset
system is freed. Will address this in a follow up in main, but best to
not depend on the `exit()` callback too much. Easy to do here.
Legacy Actions can become a layered Action, simply by removing all the
legacy FCurves and adding a layer or binding. This means that
`Action::idroot` can be non-zero, while it should be zero for layered
Actions. This is now enforced in `Action::layer_add()` and
`Action::binding_add()`.
Pull Request: https://projects.blender.org/blender/blender/pulls/123004
Add the color for the new keytype 'generated' to the VSE theme settings
as well.
This includes the versioning code that loads the default from the scene.
Without this, the preference would be initialised to black.
Note that the 'Blender Light' theme does not have any colors for any of
the key types, so I also didn't add the 'generated' type there.
Pull Request: https://projects.blender.org/blender/blender/pulls/123005
The Action selector (in the Action editor) now lists all layered
Actions. Legacy Actions are limited to specific ID types (via their
`idroot` property), whereas layered Actions are not (it's their Bindings
that are limited in this way, not the Actions themselves).
Pull Request: https://projects.blender.org/blender/blender/pulls/123003
The following code in py console would return a python string object,
instead of the expected bytes one.
```python
value = b"Hello World"
key = "a"
C.object[key] = value
C.object[key]
>>> b"Hello World"
C.object.path_resolve('["%s"]' % key)
>>> "Hello World"
```
Now it will return a byte object as it should.
Found while investigating #122843 .
`GVolumeGrid` and `VolumeGrid<T>` are basically pointer wrappers.
Assigning a nullptr is possible and allowed by code, but node socket
code doesn't currently check if a grid pointer is null before accessing
it.
Disallow null grid pointers in socket values. Asserts are added for this
purpose. The Points-to-SDF node checks the grid value before writing to
output.
Pull Request: https://projects.blender.org/blender/blender/pulls/122996
- "Show the result of running commands in the main interface...": add
punctuation.
- "Re-Installed" -> "Reinstalled" seems more common.
- "increase_" and "decrease_subdivision" in the Grease Pencil
modal...: use title case instead of snake case for label.
- "Use a automatic number..." -> "an", typo.
- "... points,{} splines": missing space.
- "End Frame is larger than Start Frame": wrong order in error message.
- "Approximate the object as sphere, which diameter is equal to
thickness the defined...": grammar.
- "Show Seconds" -> "Use Timecode": this option is not necessarily about
seconds. Suggested by Pablo Vasquez.
- Brightness and contrast node input descriptions: add missing spaces.
- "Gamma controls the relative intensity... full white.": remove
trailing ".".
Pull Request: https://projects.blender.org/blender/blender/pulls/122972
Fixes#116567
The issue was with a flag that skips a particular post-evaluation step
specially for the Child Of constraint. The flag wasn't getting properly
unset when the constraint target was removed, and therefore that
post-evaluation step was getting erroneously skipped in some cases.
This commit fixes the issue by always setting the flag appropriately in
the Child Of evaluation function itself. This is admittedly rather
hacky, but no more hacky than the existence of the flag in the first
place.
Pull Request: https://projects.blender.org/blender/blender/pulls/122881
This patch makes sure that when both left/right handles on a strip are
selected, they are given individal snap points in TransSeqSnapData.
Prior to this change, when both handles were selected, snapping only
worked on the left handle.
Pull Request: https://projects.blender.org/blender/blender/pulls/122931
Snapping to hold offsets was broken by 76043bc, this patch restores the
functionality by simply calculating the image data start/end points and
letting existing clamping code take over to make sure this snap target
does not exist outside of the bounds of the strip.
Pull Request: https://projects.blender.org/blender/blender/pulls/122934
`BMVert.copy_from_vert_interp()`'s description and the name `vert_pair`
implies two verts, but the argument itself was described and typed as a
single `BMVert`.
Ref: !122974
Light volume probe world shader doesn't read from the irradiance atlas
but its create info registered it as a read/write texture. This
raised a validation error on Metal/Intel as the combination
RGBA16F FLOAT3D read write isn't supported.
Pull Request: https://projects.blender.org/blender/blender/pulls/122646
All add-ons were being scanned at startup, while this didn't cause
errors it was noticeable with extensions where any errors in the
manifest were being reported at startup, even when running with
factory-startup (including blender's own tests).
Address two issues:
- The logic to "reset" add-ons, so as to match the preferences when
reverting or resetting preferences always ran on startup.
This occurred because a check for Python being initialized was
incorrectly used to detect that this wasn't the first time preferences
were being loaded (regression in [0]).
- Resetting add-ons scanned all add-ons (including disabled add-ons) to
ensure their module cache is up to date. Since this the cache is
lazily initialized, it's simpler to set it as uninitialized as
resetting the add-ons doesn't require the cached meta-data.
[0]: 497bc4d199
Although c9fa73a379 made the problem worse. The incorrect to snap to
edges when one of their vertices is behind the viewer is much older.
The problem occurred because, in perspective mode, when we project a
vertex with negative "zfac", its projected value is undefined as it
depends on the position of the other vertex.
Thus, both the distance test and the lambda in these cases were wrong.
The solution was to calculate the snap point directly in 3D, using
`closest_ray_to_segment_v3` and avoiding projecting the edge.
This was caused by the base page tagging.
Since that the base page is now required for fixing
soft shadows, it would be the first level to be rendered
which, combined with the update throttle, lead to only
the min LOD to be available when the shadow was updated
in viewport.
This was affecting the jittered shadows, animation update
and viewport transform.
The fix is to only request the base page after throttling
the updates and only if there is no other LODs to be
rendered. This mean jittered shadow in viewport might
become affected by the missing base page artifacts, but
this is less noticeable than huge light leaking.
only if