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
Making node wrangler a core add-ons means that it will ship with Blender, but it still has to be enabled explicitly. It won't be available on the extensions platform anymore.
We'll still continue to move parts of its functionality out of the add-on into default Blender. However, that takes a little bit longer, because we need to go over the design and code quality in more detail first. Once, the most important functionality (#121749) is merged, the remaining node wrangler features can be put on the extensions platform.
Ref !122557
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
When a user has downloaded an add-on as a zip file, it's not clear in
advance if this is a legacy add-on or a new extension. So they would
have to use trial and error, or inspect the zip file contents.
This uses a simple heuristic to check if the file is a legacy add-on,
and if so automatically calls the legacy operator instead.
The operator now show both extension and legacy add-on properties,
with the latter in a default collapsed subpanel.
Pull Request: https://projects.blender.org/blender/blender/pulls/121926
In some of the complex scenes it could a very long time for Cycles
to respond to cancel request. This is because Cycles only cancels
render at a consistent state of render buffer: when all scheduled
samples are rendered.
This was caused by the render scheduler over-scheduling the number
of samples in an attempt to improve occupancy of the GPU.
This fix makes it so the scheduler only compensates for the low
occupancy if rendering can happen within a desired update time.
There is no visible difference in the benchmark scenes with this
change.
Pull Request: https://projects.blender.org/blender/blender/pulls/122543
- All remote repositories are included in the check for outdated
packages, the check-for-updates setting is only used to sync with
the remote before checking for outdated packages.
- Defer checking for repositories to notify until after Blender
has opened since checking for installed packages & outdated
repositories could add some noticeable overhead.
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
Move extension update display from the splash screen to the status bar.
Based on !122413 with minor changes & removal of splash text.
Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
This was probably borked during one of the recent renames.
To reproduce the original issue:
* Go to Preferences > Extensions
* Check the console:
rna_uiItemO: unknown operator 'extensions.show_online_prefs'
4.2/scripts/addons_core/bl_pkg/bl_extension_ui.py:354
Move the bounding box synchronization to the geometry evaluation component.
This way it is ensured that it is only done when the geometry is actually
evaluated, solving the problem of accessing stale data when object level
flags are modified.
Pull Request: https://projects.blender.org/blender/blender/pulls/122509
Happens when opening a file saved file with preview paused.
This fix covers the typical use-case when the property is modified
from the space it comes from.
Pull Request: https://projects.blender.org/blender/blender/pulls/122502
This check was added for 4.0 where we knew that some identifiers will change soon.
Now those identifiers have changed (mostly as part of 8149678d5e),
so it's ok to support identifier lookup now.
The old C-style `BLI_ASSERT_UNIT_V...` assert macros have a few issues:
* They are named `unit`, but also consider a zero-length vector as valid.
* They use a fairly high epsilon value, which was defined because
vertex normals used to be stored as shorts.
Fortunately, these are used only in one place in the modern BLI_math C++
code AFAICS, which is `math::rotate_direction_around_axis`.
This commit adds some utils to check for vectors being (almost) unit
or zero length, using more modern bases for epsilon values (from
`std::numeric_limits`).
* `is_zero` keeps its existing default arror of `0` (i.e. strictly null
vector by default). That way, current behavior is not changed, and in
most cases null vectors are explicitely created as exactly null.
* `is_unit` uses a default 10 times the type's epsilon, as a zero
epsilon would virtually never succeed here.
And it modifies `rotate_direction_around_axis` to:
* Assert that `axis` is a unit vector.
* Early-out in case given `direction` is a null vector, or rotating
angle is zero.
* Assert about `direction` being a unit vector otherwise.
Note that this will make `rotate_direction_around_axis` use much
stricter epsilon error factors. This does not seem to affect any of the
files that triggered asserts prior to recent fix in e18dd894b8 though.
Pull Request: https://projects.blender.org/blender/blender/pulls/122482
Lack of initialization of `vertex_color_` will cause garbled color to
show up in later interpolated points while drawing in material mode with
curves already have `vertex_color` attribute. Now fixed.
Pull Request: https://projects.blender.org/blender/blender/pulls/122528
Replace use of "bl_pkg" operator category with "extensions",
this naming was used while the functionality was experimental,
not intended to be used once extensions was moved out of experimental.
It doesn't hurt, but it doesn't really provide any benefit either
to how we use the value in the code at the moment, so I view it as
kind of misleading, since all the calls here are done at runtime.
Pull Request: https://projects.blender.org/blender/blender/pulls/122419
When joining areas, one will be removed which can cause
wm_gizmomaps_handled_modal_update to attempt operation on a region that
is deallocated. This PR just exits if there is no current region.
Pull Request: https://projects.blender.org/blender/blender/pulls/122504
This commit adds logic to convert between USD dome lights and Blender
world materials.
The USD dome light rotation is represented in a mapping node input to the
environment texture. If the dome light has a color specified in addition to
the texture map, the color will be converted to a vector multiply on the
the environment texture output.
I the imported USD has multiple dome lights, only the first dome light will
be converted to a world material.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121800
The direct lights are usually much smoother and with
higher dynamic range than indirect lighting. Using
the R11B11G10 float format exhibit color shifts and
banding even in simple setups without a way to mitigate
the issue.
Using RGB9_E5 encoding improve the quality while retaining
the storage benefit of 32bit formats. The added overhead
of the software encoding not perceptible in a full lighting
pass.
This affects direct lights and SSS convolution result.
Fix#121937
Pull Request: https://projects.blender.org/blender/blender/pulls/122515