Toggling the layer onion skinning toggle would affect the opacity
of strokes on the current frame.
This was caused by the `get_visible_frames_for_layer` function. It computes
a `frame_id` for all the keyframes that are not the currenty visible
keyframe. To skip over the currently visible keyframe on the layer,
it just compared the start frame of the keyframe with the current
scene frame. This only works if the current frame is over the keyframe,
but not for any frames after (even if the same keyframe is still visible).
The fix computes the start frame of the keyframe under the current frame
first, and then uses that to compare to the start frame during the iteration
over all keyframes. This makes sure that we skip over the currently visible
keyframe in that layer.
Pull Request: https://projects.blender.org/blender/blender/pulls/123358
EEVEE Film accumulation workaround for Metal/Intel iGPUs.
On Metal the Intel iGPUs do not support image read write
on array textures. However this limitation doesn't show
any artifacts when using the compute shader.
This PR is a work around that uses the film_comp shader
to process the film samples, but uses a separate film_copy_frag
shader to read the result and copy them to the frame buffer.
I deliberately didn't include the fix to the film_frag shader
as that would change the read/write resources and could lead
to performance issues for other platforms. Writable resources
are typically slower compared to read only resources.
Some code needed to be duplicated (and not added to `*_lib.glsl`)
as compilers would still raise compilation errors due to imageStore/Load
on incompatible resource access.
The Metal/Intel iGPU is also marked to have limited support as
raytracing and probes still produces big artifacts.
This workaround can be tested on any platform just by setting
`use_compute_ = true` in `Film::sync`
Related to #122361
Pull Request: https://projects.blender.org/blender/blender/pulls/123330
The current temperature unit adjusts to Celsius or Fahrenheit based on
unit system, but specifically for color temperatures the convention is
to display them in Kelvin, and it'd be strange to e.g. see 11240°F when
opening the white balance panel.
Therefore, this adds a dedicated Color Temperature unit, and uses it
for the two existing blackbody temperature inputs in shader nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/123337
The previous code was using matrix multiplication to
get the local thickness to world thickness.
The correct way is to multiply the local thickness
by the scale of the object (length of each columns
of the object_to_world matrix).
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
practice)
- Handle transparent materials properly, keeping the
transparency working.
Fix#123284
Pull Request: https://projects.blender.org/blender/blender/pulls/123315
When copying a local ID into a library, or a linked ID into a different
library, the 'linked' tags would not be properly preserved or set, and
the relative file paths would not be properly remapped.
These issues were not currently exposed (no existing code could trigger
them), but some of these fixes are needed for upcoming refactor of the
partial write code.
NOTE: not very happy with the split in library handling between
`BKE_id_copy_in_lib` and `BKE_libblock_copy_in_lib`, this will have to
be solved at some point.
Pull Request: https://projects.blender.org/blender/blender/pulls/123247
Adds the ability to change the curve type of selected strokes.
First steps toward #121574.
Note: Currently there is no way to visually notice any change. This
will be added in subsequent commits.
Pull Request: https://projects.blender.org/blender/blender/pulls/122964
When using particle system the generated coordinates where not set.
The reason is that a loose resource handle was created for particle
system that didn't contain enough information to calculate orcos.
This PR will create the object info from its parent object.
Pull Request: https://projects.blender.org/blender/blender/pulls/123307
This bias was added when the pixel radius estimation
computation was still broken. This resulted in a shadow
bias way too big in general.
Also fix shadow pixel size being clampped to the wrong
LOD level.
Fix#123295
A strip was wrongly deemed to be opaque (and thus strips below it
were skipped from rendering), if the strip content was opaque, but
it gained transparency via presence of a Mask modifier.
While at it, I also noticed that a strip could have been wrongly deemed
opaque when it had a Multiplier < 1.0 with "multiply alpha" option
checked under strip Color settings. So fixed that too.
The whole logic of that factored out into is_opaque_alpha_over function
to make the call site clearer.
Pull Request: https://projects.blender.org/blender/blender/pulls/123303
For very low frequency sounds (the ones where waveform drawing goes into
"line mode"), either of min or max can go outside of -1..+1 range.
The code was assuming that only max could be above +1, and only min
could be below -1. Fix that, and also make "line mode" also apply
red "clipped" color when clipping happens.
Pull Request: https://projects.blender.org/blender/blender/pulls/123246
EEVEE has a transparent render pass that renders materials where
the render mode is set to blended. This was introduced when EEVEE-Next
was still in development, but was never fully backported.
This PR adds the missing pieces.
Pull Request: https://projects.blender.org/blender/blender/pulls/123298
In `sound_bake_animation_exec`, the camera needs to be ensured each
frame so that marker camera switch can still give correct stereo/surround
effect during render.
Pull Request: https://projects.blender.org/blender/blender/pulls/123294
In `sound_bake_animation_exec`, the camera needs to be ensured each
frame so that marker camera switch can still give correct stereo/surround
effect during render.
Pull Request: https://projects.blender.org/blender/blender/pulls/123294
While implementing preview snapping, I noticed an oddity with snapping
videos to view bounds, and found that the preview window's total v2d has
half a pixel of extra padded width.
The bug was introduced in fb5e2f5610, which added `roundf` calls to
numerous areas in the blender code to replace instances of adding `0.5`
and then casting to an integer.
One mistake in the patch was fixed shortly after in d122911d10, but the
other mistake has been unfixed until now. This fixes the glitchy
behavior with preview snapping and is also small enough to add to 4.2
LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/123279
The issue is that timeline snapping code does not set the transform
`values` to a rounded frame delta, instead, it adds the rounded distance
between current source and target points to the unrounded `values`
float, leaving it unrounded.
Since snapping code is only run on some `transform_modal` calls due to
"time base quirky code" in `transform_snap_mixed_apply`, sometimes
frames briefly show mouse input added to `values` causing the strip to
get transformed away from the snap target before the snap code is run
once again.
To fix this, set transform `values` to the exact rounded snap target
frame diff (like in node snapping) instead of expecting it to get
properly rounded for every call. Do this by changing
`tsnap->snap_source[0]` to the original snap source on `transformInit`,
not the updated snap source.
Pull Request: https://projects.blender.org/blender/blender/pulls/123217