Nodes that are shared between Geometry and Shader nodes use the prefix
sh_fn for their base type and poll functions. The compositor will also
share those nodes very soon, so we generalize the name to use the prefix
"common".
The compositor asserts if an unsupported unavailable socket exists. This
assert should not exist, because the GPU material compiler will itself
gracefully handle such sockets when their type is GPU_NONE, which is
already the case. So remove the assert and add a note about the
behavior.
The visibility of Geometry Nodes gizmos sometimes depends on the
selected nodes in a node editor. Therefore, when the editor is closed,
the set of available gizmos has to be refreshed.
The enum items propagation mechanism for Menu sockets makes a local copy of item
pointers to propagate between node group inputs and interface definitions.
In case these items are not used (e.g. because they are already shared with the
socket) the local copy must still be released to avoid leaking the memory.
This only happens with more than 4 enum items, because of the internal default
buffer for `Vector`.
Pull Request: https://projects.blender.org/blender/blender/pulls/135226
This changes the drawing in the tree interface panel so that panels always show
the icon to collapse it, even if it is empty. This makes it more obvious when an
item is a panel and not just a socket.
Right now, this is not strictly necessary, because sockets can also be
identified by their socket icon. However, that changes with #133936 where a
panel can also have a (boolean) socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/135207
Multiple panels of material in properties tab were not
collapsed/expanded when click-dragged over them. This is because wrong
button type for interface-panel. To support multi-drag, button has to be
of type toggle, see: `ui_do_but_ANY_drag_toggle()->
ui_drag_toggle_but_is_supported`
Pull Request: https://projects.blender.org/blender/blender/pulls/135154
This PR migrates the custom_data_interp_comp.glsl to use
shader create info.
During development tests have been conducted to use specialization constants,
but due to limitations inside Metal we didn't use them.
Number of ShaderCreateInfos have been reduced by using macros. Variadic macros
have not been used as they don't support CPP compilation.
Pull Request: https://projects.blender.org/blender/blender/pulls/134932
- Refactor tagging logic into a function to remove duplicate code
The two phases of tagging were identical logic just with the variables
and tag values swapped. This change ensures the two loops use matching
behavior.
- Adjust iteration to prevent restarting from the beginning of the mesh
after each island.
- Simplify and speed iteration tests.
testing to ensure v->e is non-null is redundant - verts with no edges
would never have passed `bm_vert_dissolve_fan_test` in the first
place, so can't be tagged as `VERT_INDEX_INIT`.
Re-testing `bm_vert_dissolve_fan_test(v)` is redundant - it was
checked above, and during tagging, the topology does not change.
Topology only changes later, after tagging is complete.
Therefore it's guaranteed to return the same result as the first time.
- Simplify loop logic, rename vars for clarity
offset and nth were constants, and depth was what causes alternation.
However none of that math is necessary - it can simply be done with
call order.
'seek_a' and 'seek_b' were renamed to what they actually are - lists
of verts that are tagged for collapse and ignore, respectively.
Further, by checking if any verts were tagged during the first
iteration pass, the second iteration pass can be avoided entirely if
it will perform no work.
Ref: !135212
For MacOS, when hovering your mouse over the area corner "action zones"
the Status Bar shows a "Swap Areas" item that has unnecessary spacing
between the Control modifier key icon and left mouse button icon. This
is because I forget different icons were shown for Mac. This PR just
uses the proper calculated spacing that knows better.
Pull Request: https://projects.blender.org/blender/blender/pulls/135208
After the recent HIP SDK 6.3 update on Windows, the minimum GPU driver
required to use HIP in Cycles has increased.
This commit increases the required driver version listed in the UI and
adds a check to avoid showing HIP devices if they're below a certain
driver version number as they don't work properly.
Pull Request: https://projects.blender.org/blender/blender/pulls/134965
This commit adds five commonly used internal Sculpt Mode attributes
to the Spreadsheet editor when `--debug-value 4001` is passed in to
assist with development and debugging of issues.
The whitelisted attributes are:
* `.sculpt_mask`
* `.sculpt_face_set`
* `.hide_vert`
* `.hide_poly`
* `.hide_edge`
And are displayed after the other existing debug columns.
Pull Request: https://projects.blender.org/blender/blender/pulls/135201
These were primarily put in place during the library update period of
4.2 to ease the in-between time when not all platforms had updated
libraries. Also, now that we've begun depending on later version of USD
and MaterialX, there's little reason to pretend that using versions
prior to 24.03 is still supported.
Pull Request: https://projects.blender.org/blender/blender/pulls/135202
Previously point cloud rendering was disabled on the HIPRT backend due
to unexpected performance regressions introduce by it.
With the recent update to HIP SDK 6.3 and HIPRT 2.5, these performance
regressions have been resolved and so this commit re-enables
point cloud rendering on HIPRT.
Pull Request: https://projects.blender.org/blender/blender/pulls/134902
This helps prevent long text from wrapping but still looks nice in my opinion.
In the future we might try to hide the base name part of the class but I think this would require a fix in sphinx.
This patch registers scrollbars with handles so that they shrink just
like their non-handle counterparts.
To avoid user errors related to clicking into the handle track instead
of the underlying view, if the final alpha of the track is invisible (0)
then it will range up to 0.25 instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/135023
Our text wrapping code is written in a way that requires the Line Feed
character to be in our glyph cache. This is problematic as none of the
control characters will ever be there if not using fallback. With
fallback these glyphs could be a zero-width character from a symbol
font, or something with width if using a last resort font. So we'd have
to ignore the advance in the latter case. This came to a head recently
because we are turning off fallback in some circumstances. 12b1f8bd7a
removed the rendering of control characters so they are never in the
cache. That change requires this one, which does wrapping based on the
string's codepoint, not that of its glyph.
Pull Request: https://projects.blender.org/blender/blender/pulls/135196
Dropping the inlining hint for `light_tree_pdf` and reverting to the
default inlining thresholds for DPC++ compiler gives a ~4% speedup on
classroom and other scenes on Arc B580.
Pull Request: https://projects.blender.org/blender/blender/pulls/135042
This adds a new `Visual Geometry to Objects` operator which is added to the
`Apply` menu.
It creates new objects from the evaluated geometry of the active object. Other
than e.g. applying modifiers, this operator does keep all generated data and
creates new objects and collections for instances. It does have some
similarities to `Make Instances Real` with the main difference that it doesn't
actually realize instances, i.e. instanced geometry is still shared between all
objects using it.
It does intentionally not replace the original object, because the semantics of
that aren't all that obvious. It's especially tricky when the object was
referenced by other objects. Instance attributes are not preserved currently.
Pull Request: https://projects.blender.org/blender/blender/pulls/134119