This fixes an issue reported when launching Blender with
`--debug-gpu`. The newly added "thick wires" feature for
bone shapes caused that problem.
The issue was that the shader definitions used
the depth tex as a sampler and at the same time wrote to it.
The fix is to remove the code that uses the depth texture.
This is just the simplest solution for now, and it doesn't change
the visual appearance of the bone shapes.
------
Note: the code I copied from was `overlay_edit_mesh_frag.glsl`.
So I assume the depth sampler is needed, but the pipeline
for bone shapes isn't set up to handle that.
Pull Request: https://projects.blender.org/blender/blender/pulls/122558
The current code does not support overriding this data, and it is
generated at runtime anyway.
This may have to be revisited later, but for the time being, be
consistent and do not try to generate override data for this.
Pull Request: https://projects.blender.org/blender/blender/pulls/122554
In most common cases, an Pointer or Collection rna property needs a
custom liboverride 'apply' callback, if it supports modifying or adding
data in liboverrides.
The main change in this commit is that diffing code won't generate
anymore operations that are not supported on such properties.
In addition, the check on such invalid operations at liboverride apply
time has been turned into a `CLOG_ERROR` message, instead of an assert.
This is both more visible (as it also prints in release builds), and
less critical (as it won't terminate blender execution).
These default assignements have not actually been needed/useful since a
very long time already. It was likely a left-over from early stages of
the project. While not a problem so far, it makes it harder to
distinguish RNA properties whith a custom liboverride handling, from the
ones using the default code.
Keeping them to `nullptr` by default also makes these callbacks definition
behavior more in line with other RNA properties callbacks, which are
usually non-null only when a custom function is defined.
No behavioral changes are expected from this commit.
The 'Frame All', 'Frame Selected', and 'Frame Scene/Preview Range'
operators will now use a smaller margin. It will use the smallest of two
sizes:
- A fixed size in UI-scaled pixels, or
- 10% of the available editor width.
Previously Blender always used the latter. This was considered too
large, especially when the editor was wide.
This also unifies the margin calculations for the graph editor, dope
sheet, and timeline. Earlier versions used smaller margins for the graph
editor than for the other editors, but this is no longer necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/122320
Previously, the stroke operations were created in the `stroke_test_start`
callback function. This causes a few issues:
* Each mode had it's own `test_start` function and it's own function
to create the stroke operations.
* Only the mouse position was available for the start sample.
With this change, the `stroke_test_start` function now does nothing.
Instead, the operations are created in the common `stroke_update_step`
function using `get_stroke_operation` the first time it's called.
This also means that the start sample is populated with the correct
start pressure.
Pull Request: https://projects.blender.org/blender/blender/pulls/122555
BLF font rendering isn't compatible with render graph as it
rewrites buffers that are not yet drawn. To work around this issue
the vertex buffers should always be created on device and not
directly altered by CPU code.
Pull Request: https://projects.blender.org/blender/blender/pulls/122648
Blender crashes when the interactive GPU compositor is running in a node
editor while rendering. This is because the GPU compositor is sharing
the same GPU context used for rendering, which is not allowed. To fix
this, we use a dedicated render list for interactive compositing, to use
its dedicated GPU context.
This is implemented by keeping another render list for the purpose of
compositing and similarly clearing its context when it is no longer
needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/122472
Code was getting a direction (to grow in) from the last point in a curve
and another point in the middle of the curve.
On a curve with only two points, these points were the same, resulting
in a zero delta and thus doing nothing.
To resolve, take the root point instead in this scenario to get a valid
direction.
Pull Request: https://projects.blender.org/blender/blender/pulls/122644
A variety of non-functional style changes for the recently added
DomeLight code:
- Remove unused includes and forward decls
- Changed NULL -> nullptr
- Use `motionSampleTime` name consistently
- Moved the `r_value` out parameter to the last position per our coding
guidelines
Pull Request: https://projects.blender.org/blender/blender/pulls/122641
Reduce dependence on Blender headers as much as possible and move closer
to an include-what-you-use setup.
- Removes unnecessary includes
- Replaces some includes with more appropriate, narrower, substitutes
Pull Request: https://projects.blender.org/blender/blender/pulls/122619
- Don't show the "Mouse X" and "Mouse Y" properties in the redo panel
for all the modes that don't use them.
- Use the recently added dynamic version of the "depends on cursor"
setting to only wait for mouse click for the "cursor surface" mode.
Arguably these should be different operators anyway.
- Support passing in operator ID's using Python dot syntax.
- Support define operators that haven't yet been registered
matching Blender's own behavior.
Also add doc-string for bpy.types.Macro.define.
Checking for exact flags known to draw before the current item was
becoming overly complicated, more so now showing extension updates
depends on checking other settings.
Instead, keep track of the status info being populated or not.
- Add a report to explain why allocation fails and display
the current limit.
- Add heuristic to avoid out of memory issue.
- Remove the delay property that did not do anything
right now.
- Reduce default clip end by half.
Fix#121916
Pull Request: https://projects.blender.org/blender/blender/pulls/122572
This allows for exporting multiple versions of an asset's textures
without having to manually save or do manual edits from within the UI.
This is beneficial for game creators who might want to store the
original textures at full resolution, but then bake down at export time
for multiple different targets quality levels. It can also be good for
compressing textures for VR usage.
This only affects USDZ exports.
Default option: Keep textures at the same resolution. Choosing a
resolution will downsample any images that exceed that maximum
resolution while leaving the others.
A custom setting is provided to allow the user to manually enter their
desired size if the provided options aren't suitable.
Co-authored-by: Charles Wardlaw <cwardlaw@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121237
By capturing multiple attributes with one node, the user can make sure that those
are evaluated together in the same context. This can be quite a bit more efficient
compared to capturing multiple fields separately (also because we don't optimize
grouping multiple capture nodes together yet).
The change is fully backward compatible. Forward compatibility has been added
for some cases. Especially, files created in older versions that are saved with this
newer version will still work in the older version.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121665
Blender crashes when duplicating a node editor with an active
compositor session. That's because the runtime data of the editor is
nullptr upon duplication. This is a regression in 51a7961e09, where the
runtime data was set to nullptr upon duplication, while it should be
assigned a newly allocated structure or duplicate the existing
structure. To fix this, we do the former and allocate a new structure
because that's what the developer intended in the original patch.
The crash is rare and went unnoticed because the runtime data is
initialized in the init method as well, which typically gets called
quickly right after the area is duplicated.
Pull Request: https://projects.blender.org/blender/blender/pulls/122506
This ports the `lock_material` layer property to GPv3.
For this, the `layer_index` is also required in `retrieve_editable_points`
and `retrieve_editable_strokes` to choose strokes based on
the `lock_material` property.
In `retrieve_editable_elements` we now pass the `MutableDrawingInfo`
to get both the `drawing` and `layer_index`.
Pull Request: https://projects.blender.org/blender/blender/pulls/119913
How to reproduce it:
* Launch Blender
* Make sure there are updates available
* Disable "Allow Online Access"
The offline icon would not show on the status bar.
* Show offline icon when offline.
* Don't show the vertical split when there are no updates (since we
don't draw any information in this case.
Reviewed by Campbell Barton.
Ref !122548