The formats was not using the correct attribute type.
Fixes assert in graph drawing and potential assert in cursor drawing
Fixes assert in sequencer and file browser
Remove assert statement from make_update.py, making it ready for any
architecture.
Add riscv 32, 64 and 128 bit cpu architecture with little/big endian
to Blender's BLI_build_config.h and Libmv's build_config.h
Tested (to compile) on riscv64 little endian machine.
Pull Request: https://projects.blender.org/blender/blender/pulls/130920
The issue was that when the smooth operation is invoked using shift,
we create a smooth operation for the currently active brush (which
is probably not a smooth brush).
This fixes the issue by using the "Smooth" brush from the essentials
library when the smooth operations is invoked temporarily.
Pull Request: https://projects.blender.org/blender/blender/pulls/130963
When debugging render graph the debug group name can narrow down the
place where a node originates from. This PR adds a function to retrieve
the full debug group name of a specific node.
Pull Request: https://projects.blender.org/blender/blender/pulls/131081
The issue was that the size of `distances_along_curve` was wrong for
cyclic curves. The fix increases the size by one for cyclic curves to
account for the last segment length.
When an extension could could be removed but it's directory could be
renamed, the install operation would fail anyway.
Resolve by completing the installation when the directory can be moved.
Report as part of #129884.
This check is done before the filter of non deformation bone.
So when we want to get this list, as it's cached, we get the list with non deformation bones, so try to access a bone that is filtered
Additional bug when we want to export only DEF bones :
the check is done on all bones, not only deformation bones, if we want to get only def bones.
So having at root a DEF and a nonDEF bone => Check will failed and said we can't remove armature
Solution: When checking if we can remove armature, indicate that we don't want to cache the result
Python 3.12 no longer supports calls to PyImport_AppendInittab
once initialized.
The call was redundant as Blender's `bpy_internal_modules` already
includes the "manta" module.
Resolve by disabling the call when Python's lifecycle isn't being
managed by manta-flow.
Regression in [0] attempted to access EditBones from the Bone list,
causing bone constraints fail to reference the sub-targets when
the bone and its target were both duplicated.
[0]: f025ff81fc
On the Windows platform allow pasting an image into the Image Editor
based on a filepath in the clipboard. For example, selecting "copy" on
the context menu in the file system. This checks for CF_HDROP format
and should work for all image formats we support.
Pull Request: https://projects.blender.org/blender/blender/pulls/127782
See blender/blender-assets!15 for the actual asset file change.
As part of the brush asset project, various weight paint brushes had
their falloff curve changed. This had the unintended effect of changing
the behavior of the gradient tool, as it shares the currently active
brush's settings.
This behavior is unintuitive and not well documented, as an interim fix,
the bundled assets were reverted.
Pull Request: https://projects.blender.org/blender/blender/pulls/131058
When OBJ file contains vertex normals, this can in some cases confuse
the custom loop normals code inside Blender. Since it does not simply
just use custom normals, but rather projects them into "lnor space".
But that "lnor space" calculation can go haywire sometimes, when
degenerate faces are present in the input.
Mark zero-area faces as "sharp" before doing custom normals. This will
make them not try to share the "smooth fan" lnor space with other faces,
and things will look correct.
Previously, OBJ importer was (wrongly) always setting all faces
as "sharp", which avoided this problem, but caused other issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/131041
This port is not so straightforward.
This shader is used in different configurations and is
available to python bindings. So we need to keep
compatibility with different attributes configurations.
This is why attributes are loaded per component and a
uniform sets the length of the component.
Since this shader can be used from both the imm and batch
API, we need to inject some workarounds to bind the buffers
correctly.
The end result is still less versatile than the previous
metal workaround (i.e.: more attribute fetch mode supported),
but it is also way less code.
### Limitations:
The new shader has some limitation:
- Both `color` and `pos` attributes need to be `F32`.
- Each attribute needs to be 4byte aligned.
- Fetch type needs to be `GPU_FETCH_FLOAT`.
- Primitive type needs to be `GPU_PRIM_LINES`, `GPU_PRIM_LINE_STRIP` or `GPU_PRIM_LINE_LOOP`.
- If drawing using an index buffer, it must contain no primitive restart.
Rel #127493
Co-authored-by: Jeroen Bakker <jeroen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/129315
Videos files recorded on most phones were coming in sideways; files
recorded on some laptop cameras were coming in upside down. In both
cases the display_matrix metadata of the video stream was not applied.
This required changing internal container format of movie proxies to
be MP4 instead of AVI, since AVI does not support rotation metadata.
File extension kept at ".avi" to not disturb existing expectations.
It might be better to "bake" rotation into proxies while building them,
but right now we do not have a trivial way of doing that.
Note that this is a potential behavior change; if someone
already had manually rotated video strips, they would have
to undo that rotation now.
Pull Request: https://projects.blender.org/blender/blender/pulls/130455
Caused by 7b0ea0f1b4
By default, Color Palettes are only drawn in the UI in the context of
**painting**. UI button code then tries to update an appropriate brush
from edits to the palette.
In the report though, a palette was created and displayed via python,
making changes in Object/Edit/Pose would then crash.
So a valid `Paint` and `Brush` were assumed. `Paint` was already checked
for in a324a19f1b, but since 7b0ea0f1b4, `Paint`(if we actually have
it, e.g.from `ImagePaintSettings` [see a324a19f1b]) only has its
`brush` set once we enter texturepaint once.
Solved by checking we have a valid Brush in corresponding UI code to
begin with.
Pull Request: https://projects.blender.org/blender/blender/pulls/131031
These are converted on startup to the new type. There are still
some references left, mostly where it looked like there still needs
to be changes to properly deal with the new object type.