on a freshly installed environment diff.exe requires newer runtime
dll's. For now only fix this on X64 as on windows on arm there's
issues with newer msys2 versions (but I do now know exactly what
they are anthony has brought it up in the past) this can however
not remain in a broken state, so fixing it for X64 only.
Also fix typo in download_package function
These two fixes together should bring a fresh vmprep install back
to working order.
- "Parameters for custom (OSL-based) Cameras" -> "cameras": lower case
in tooltips.
- "Connect two nodes ... (automatically determined": missing
parenthesis.
- "Join curve... control points are detected(if disabled...": add
missing space.
- "Add Selected to Active Objects Collection" -> "Active Object's":
typo.
- "Duplicate the acive shape key" -> "active": typo.
- "Copy selected points ": remove trailing space.
- "Move cursor" -> "Cursor": title case for operator.
- "Paste text to clipboard" -> "from clipboard": typo.
- "An empty Action considered as both a 'layered' and a 'layered'
Action." -> "is considered as both a 'legacy' and a 'layered'
Action": likely copy-paste error.
- "Target's Z axis will constraint..." -> "will constrain": typo.
- "The layer groups is expanded in the UI" -> "layer group": typo.
- Deprecation warnings: add missing parentheses.
- "... on low poly geometry.Offset rays...": add missing space after
period.
- "... relative to the files directory" -> "... to the file's
directory": typo.
- "The unit multiplier for pixels per meter" -> "The base unit": this
property description was copy and pasted.
- "... beyond the faces UVs..." -> "the faces' UVs: typo.
- "Is tracking data contains ..." -> "Whether the tracking data
contains": grammar.
- "Selected text" -> "Text": title case for prop.
- "The user has been shown the "Online Access" prompt and make a
choice" -> "made a choice": grammar.
- "Glare ": remove trailing space.
- "Don't collapse a curves" -> "Do not collapse curves": grammar.
Some issues reported by Tamar Mebonia.
Pull Request: https://projects.blender.org/blender/blender/pulls/139118
While shaderc is a c++ library, its api is a C based one so
we do not need a debug version of this library, the blender
side was already updated in f2b9dd3462 this cleans up the
builder side of things.
This function to get the active attribute currently returns a custom
data layer pointer. This doesn't work when we transition to the new
`AttributeStorage` system. Returning an optional string is a simple
alternative that also aligns with the idea of changing the source of
truth from an index to a string stored on the geometry.
Pull Request: https://projects.blender.org/blender/blender/pulls/139115
Add support for the UsdPrimvarReader_TYPE templates for both import and
export. These are used by several USD test assets and support here
represents the last major piece of the UsdPreviewSurface spec to be
implemented.
On import these become `Attribute` nodes and on export the `Attribute`
nodes will become `UsdPrimvarReader_TYPE`'s accordingly.
Import:
- `UsdPrimvarReader_float` and `UsdPrimvarReader_int` will use the `Fac`
output
- `UsdPrimvarReader_float3` and `UsdPrimvarReader_float4` will use the
`Color` output
- `UsdPrimvarReader_vector`, `UsdPrimvarReader_normal`, and
`UsdPrimvarReader_point` will use the `Vector` output
Export (only `Geometry` Attribute types are considered):
- `Fac` will use `UsdPrimvarReader_float`
- `Color` will use `UsdPrimvarReader_float3`
- `Vector` will use `UsdPrimvarReader_vector`
- `Alpha` is not considered
MaterialX note:
Hydra-native support is a bit more involved and will have to be done
separately. Hydra w/USD sync is trivial to implement but those changes
have been left out here.
Pull Request: https://projects.blender.org/blender/blender/pulls/135143
This field's usage was removed with the brush assets project, previously
it was used during runtime in the `PAINT_OT_brush_select` operator.
This commit tags the DNA field as deprecated and marks the overall
`brush.cc` file with `#define DNA_DEPRECATED_ALLOW` to follow a similar
pattern as other BKE files dealing with I/O of ID types.
The field was added in 147b4b13ba and
updated in 7b7aba31f2 to prevent invalid
pointers from remaining on the brush.
Pull Request: https://projects.blender.org/blender/blender/pulls/138578
This patch implements basic support for evaluating function nodes on volume
grids. Conceptually, a function node always creates a new grid for the output,
though the output is often a modified version of the input. The topology of the
output grid is a union of all the input grids.
All input grids have to have the same transform. Otherwise one has to use
resampling to make grids compatible.
Non-grid inputs are allowed to be single values or fields. The fields are
evaluated in a voxel/tile context, so they compute a value per voxel or per
tile.
One optimization is missing that will probably be key in the future: the ability
to merge multiple function nodes and execute them at the same time. Currently
the entire function evaluation is started and finished for every function node
that outputs a grid. This will add significant overhead in some situations.
Implementing this optimization requires some more changes outside of the scope
of this patch though. It's good to have something that works first.
Note: Not all function nodes are supported yet, because we don't have grid types
for all of them yet. Most notably, there are no color/float4 grids yet.
Implementing those properly is not super straight forward and may require some
more changes, because there isn't a 1-to-1 mapping between grid types and socket
types (a float4 grid may correspond to a color or vector socket later on).
Using grids with function nodes and fields can result in false positive warnings
in the UI currently. That's a limitation of our current socket type inferencing
and can be improved once we have better socket shape inferencing.
Pull Request: https://projects.blender.org/blender/blender/pulls/125110
This adds a new Bit Math node which supports the following operations: `and`,
`or`, `xor`, `not`, `shift` and `rotate`.
For the `shift` and `rotate` operations, a posititive shift is a left shift and
a negative shift is a right shift.
Currently, the node always works on 32-bit integers which is what Geometry Nodes
uses internally for integers. If required, this can be extended to work on other
bit widths in the future.
The need for this came up every now and then. It can be useful when encoding
specific bits in integer attributes (for efficiency or because the geometry is
exported to other software that expects a certain format). Also, this node is
useful for some people doing crazy but fun things with Geometry Nodes like
emulating hardware. Even if the use-cases are not common, if they arise, it's
hard to work around and the cost of having this node is quite low for us.
Co-authored-by: Charlie Jolly <charliejolly@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/138290
#138747 adds a new interface item type for separators. Unfortunately, the
current code is not forward-compatible with those. This patch improves forward
compatibility by removing all unknown tree interface item types on-load.
Pull Request: https://projects.blender.org/blender/blender/pulls/139015
This allows multiple threads to request different specializations without
locking usage of all specialized shaders program when a new specialization
is being compiled.
The specialization constants are bundled in a structure that is being
passed to the `Shader::bind()` method. The structure is owned by the
calling thread and only used by the `Shader::bind()`.
Only querying for the specialized shader (Map lookup) is locking the shader
usage.
The variant compilation is now also locking and ensured that
multiple thread trying to compile the same variant will never result
in race condition.
Note that this removes the `is_dirty` optimization. This can be added
back if this becomes a bottleneck in the future. Otherwise, the
performance impact is not noticeable.
Pull Request: https://projects.blender.org/blender/blender/pulls/136991
Previously, whenever the zone detection algorithm could not find a result, zones
were just not drawn at all. This can be very confusing because it's not
necessarily obvious that something is wrong in this case.
Now, invalid zones and links that made them invalid have an error.
Note, we can't generally detect the "valid part" of zones when there are invalid
links, because it's ambiguous which links are valid. However, the solution here
is to remember the last valid zones, and to look at which links would invalidate
those. Since the zone-detection results in runtime-only data currently, the
error won't show when reopening the file for now.
Implementation wise, this works by keeping a potentially outdated version of the
last valid zones around, even when the zone detection failed. For that to work,
I had to change some node pointers to node identifiers in the zone structs, so
that it is safe to access them even if the nodes have been removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/139044
This feature greatly increase depth buffer precision.
This is very noticeable in large view distance scenes.
This is enabled by default on GPUs that supports it (most of the hardware we
support already supports this). This makes rendering different on the GPUs
that do not support that feature (`glClipControl`).
While this give much better depth precision as before, we also have a lot of
imprecision caused by our vertex transformations. This can be improved in
another task.
Pull Request: https://projects.blender.org/blender/blender/pulls/138898
Caused by 9c35656766
More like a typo, in that commit, `ANIM_bonecoll_is_visible_editbone`
was swapped with `blender::animrig::bone_is_visible_editbone` (but that
was only meant to replace `ANIM_bone_is_visible_editbone`)
So to resolve, just use `ANIM_bonecoll_is_visible_editbone` again
Pull Request: https://projects.blender.org/blender/blender/pulls/139077
The modifier input value for menu items is an int property, which is not
compatible with the enum property used in node group socket definitions for
menus. Wrapping a node group with a menu will try to assign the int value from
the modifier directly to the enum, which expects a string identifier.
To aquire the matching string identifier, use the UI properties in the modifier
RNA, which contain the complete enum item definition.
Pull Request: https://projects.blender.org/blender/blender/pulls/139074
Previously, internal links of node are only shown when the link is muted AND
when the corresponding output is linked to something else. I can't think of any
reason for why it's important whether the output is linked or not. It seems
showing the internal link is always useful.
This patch makes it so that all internal links are always shown when a node is
muted, regardless of whether the corresponding output socket is linked or not.
Pull Request: https://projects.blender.org/blender/blender/pulls/139086
Previously, when adding a group node it was always called `Group`. This is not
particularly useful. Also it's inconsistent with many other places like adding
modifiers where the name of the modifier depends on what modifier is added.
Now, newly added group node will have the same name as the group that it calls.
Node names still have to be unique though, so e.g. `.001` is still added.
Pull Request: https://projects.blender.org/blender/blender/pulls/139093
When opening Geometry Nodes regression test files I always find a bit annoying
that the `expected_object` and not the `test_object` is active. That's because
only the `test_object` contains the modifier or node tree that is being tested.
Therefore, usually my first step when opening these files is to select the
`test_object` first.
This patch changes it so that when mesh tests are updated, the `test_object` is
made active in the end before the file is saved again.
Pull Request: https://projects.blender.org/blender/blender/pulls/139088
This change will enable VK_EXT_robustness2.nullDescriptors feature.
It will be able to guarantee that shaders run even when some resources
are not attached.
There should not be any difference with before as this feature is often
the default behavior of GPUs. However it makes the intent more explicit
that failing allocations can still run similar to OpenGL. It is expected
that some tweaks are needed in Vulkan backend.
Pull Request: https://projects.blender.org/blender/blender/pulls/139090
OpenColorIO is now a dynamic library, and these are included in it. The
legacy code for the static library case was causing the Homebrew libraries
to be found and linked to.
Pull Request: https://projects.blender.org/blender/blender/pulls/139087
Previously modifiers can only filter single layers, now filtering by
layer group is also supported.
This adds a toggle to the layer filter to switch to filtering by groups.
Resolves #123323.
Pull Request: https://projects.blender.org/blender/blender/pulls/123353
When using float2/int2/uint2 arrays the elements could be incorrectly
alligned. This wasn't noticable when using Blender as it isn't used,
However python addons and forks can use it.
Fixes an issue with UPBGE
Pull Request: https://projects.blender.org/blender/blender/pulls/139082
MNEE on HIP has rendering artifacts on RDNA1 (#134978), RDNA2 (#139068)
and RDNA4 (#136980), and can lock up the GPU under specific situations with
RDNA3 (#138607).
There are certain configurations that work (E.g. RDNA4 seems to work on
Linux), but the number of configurations that work keep dropping as further
developments are made in other areas. So it was decided it's just better to
disable MNEE entirely on HIP.
This commit disables MNEE on HIP, and does a small cleanup to remove the
unused functions as a result of this change.
Fix#139068: MNEE renders with artifacts on RDNA2
Fix#138607: MNEE render test stalls on RDNA3
Pull Request: https://projects.blender.org/blender/blender/pulls/139069
Importing memory is done to often. when memory doens't change the
previous imported memory can be used.
The idea is to keep track of the last used buffer and keep reusing
it until the view/resolution has changed. This should not happen during
a session.
Pull Request: https://projects.blender.org/blender/blender/pulls/138984
There is a corner case where one side of a quad needs splitting and the other
side has only one segment. Previously this would produce either gaps or after
recent changes to stitch together geometry, uninitialized memory.
Now solve this by splitting into triangular patches, as suggested in the
DiagSplit paper. These triangular patches can be further subdivided themselves.
Dicing has special cases for 1 or 2 segments on edges. For more segments it
works the same as: quad dicing: A regular inner triangle grid stitched to the
outer edges.
Fix#136973: Inconsistent results with adaptive subdivision
Pull Request: https://projects.blender.org/blender/blender/pulls/139062