In `transdata_get_time_shuffle_offset_side`, the tolerance for
terminating the loop is too tight, sometimes it will lead to a infinite
loop due to non-integral start/end values. Now fixed.
Pull Request: https://projects.blender.org/blender/blender/pulls/108257
When opening 'homefile' (i.e. startup or factory startup) at Blender
start (i.e. when there is no existing WM yet), the size of the windows
in the newly read WM is reset to zero, which will then cause `WM_check`
to re-size them the the maximum possible size on current monitor.
Regression from ebb5643e59.
Caused by 98bfa8d458
Occlusion must consider several factors:
- The `Viewport Display` > `Display As` setting of the object.
- The X-Ray mode of the scene.
- Whether only Snap to Face is being used.
- Whether Snap is set to Cage (always transparent) in edit mode.
- Whether the object is hidden.
In the case of Cage, the final geometry should be utilized for occlusion.
However, to prevent excessive and risky modifications, it was followed
the same approach as before and verified the `Display As` setting of
the object.
This includes square root and reciprocal, and their safe versions.
For the reciprocal use name rcp, which matches Cycles and allows
to implement the same function for per-element operation on matrices.
Pull Request: https://projects.blender.org/blender/blender/pulls/108705
In particular, the root was not sticking to mesh with hair dynamics.
Reason for this is missing HairKey weight upon conversion (everything
had zero weight). This then can not be corrected (since weight tool does
not allow to paint on roots).
So now, give the hair a default 1.0 to 0.0 weight gradient upon
conversion [which is in line with the default weight distribution for a
hair particle system].
Pull Request: https://projects.blender.org/blender/blender/pulls/108651
This patch implements the Movie Distortion node for the realtime
compositor. The distorted coordinates are computed and cached for a
particular tracking camera distortion parameters. So for expensive
distortion models, the first run will take some time to compute, but
subsequent runs will be fast.
An alternative implementation would be to implement each of the
distortion modes in the shader, but that was decided against for a few
reasons:
1. We want to hide the implementation details of the distortion models,
since it is provided through an external library (Libmv).
2. Some distortion models are expensive to solve accurately, and can be
quite slow to solve each time the shader runs.
3. The typical usage of the node does not involve interactive editing of
the distortion parameters, rather, the parameters are computed during
camera calibration, so caching seems most fitting in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/108230
* Enable "Experimental Compositors" in preferences, then choose
Realtime GPU execution mode in node editor sidebar.
* Only supports combined pass input and Render Result combined output.
* No viewer nodes, no file output nodes, and no node previews yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/108629
* Provide render data, node tree and color management directly instead
of going through scene, as these may be modified by the render pipeline.
Also better for cached texture hits this way.
* Change legacy pass type to pass name.
* Skip file output node when not doing final render.
* Gracefully handle incomplete render results.
Pull Request: https://projects.blender.org/blender/blender/pulls/108629
In a recent commit the MultiGGX code was changed, and along with it
the tool tip for MutliGGX. This commit fixes the issue where the
tooltip was not updated for the MultiGGX option in the Principled BSDF.
Pull Request: https://projects.blender.org/blender/blender/pulls/108589
The input socket of Image Texture node is connected with the UV output
of Texture Coordinate node by default, the later reads the geometry UV,
which is not available for lights because they have no real geometry.
The current implementation simply retrieves UV from shader data.
Pull Request: https://projects.blender.org/blender/blender/pulls/108691
This is fixed in newer boost versions, but stick to the existing version now
for VFX platform compatibility. This change only affects macOS libraries,
since no other platform uses libc++.
Part of the checks to see if translating a UI string is allowed or not
is that current thread is the main one. This was a requirement years ago
of the Boost backend for translations.
Not sure whether this can be removed or not now, but it needs to be
carefully checked, done it as its own commit, and not in a beta release
branch. ;)
Sorry for the noise, totally missed this during the patch review
yesterday.
Pasting numerical array buttons happens with `Ctrl + Alt + V`.
Holding `Alt` also triggers uiSelectContext, so having other nodes/
objects etc. selected while doing this would try to copy the pasted
values back to other objects (possibly to the ones you pasted from) and
that happens relative to the original value, so the value actually
changes.
NOTE: the `Ctrl + Alt + V` shortcut can also be used on non-array buttons, so was an issue for them as well.
To prevent the "copy-to-selected" behavior, refine the `IS_ALLSELECT_EVENT` macro to be more specific.
Pull Request: https://projects.blender.org/blender/blender/pulls/108270