* BLENDER_VERSION_CYCLE set to beta
* Update pipeline_config.yaml to point to 3.2 branches and svn tags
* Update and uncomment BLENDER_VERSION in download.cmake
This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.
Vertex Displacement is automatically enabled for now.
Lighting & Shading is placeholder.
Related Task: T93220
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_engine.cc
# source/blender/gpu/CMakeLists.txt
This should have no functional changes.
This reduce the complexity of the shader by only supporting 2 colors.
We never use more than 2 color in practice and this makes usage not require
a UBO.
The old python importer had a "if do_transparency, set blend_method to
BLEND" type of logic. This bit was missing in the new importer; it was
only setting the eevee blend method when a transparency texture was
present, but not in other cases of transparency (as driven by MTL
"illum" mode).
Reviewd By: Howard Trickey
Differential Revision: https://developer.blender.org/D14783
Even if available OBJ/MTL format documentations don't explicitly specify
which characters can possibly separate keywords & arguments, turns out
some files out there in the wild use TAB character after the line
keywords. Which is something the new 3.2 importer was not quite
expecting (T97417).
Fix this by factoring out a utility function that checks if line starts
with a keyword followed by any whitespace, and using that across the
importer. Also fix some other "possible whitespace around name-like
parts" of obj/mtl parser as pointed out by the repro files in T97417.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14782
- Fix default_value initialization of custom node tree interface:
This was crashing when adding a custom interface socket to a tree.
The node_socket_set_typeinfo function was called too early, creating a
default float socket, which then doesn't match the socket type after
changing to the custom type.
The node_socket_set_typeinfo only allocates and initializes
default_value when it isn't already set. That is because the function is
used either when creating new sockets or to initialize typeinfo after
loading files. So default_value has to be either null or has to be
matching the current type already.
- Fix RNA flag for string return value of the valid_socket_type callback:
String return values of registerable RNA functions need a
PROP_THICK_WRAP flag since they don't have a fixed buffer to write into.
This should have (mostly) no functional changes.
Support for clipping was added to the shaders but it is not enabled for now
as we wait for the Gpencil engine to support clipping.
Simple port.
Also a description of how each shader is used has been added.
NOTE: The shader created using `OVERLAY_shader_paint_vertcol` cannot be tested.
Apparently it is created but not used.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14812
This allows object extras such as image-empties to be shown in the VR
viewport/headset display. Being able to see reference images in VR can
be useful for architectural walkthroughs and 3D modeling applications.
Since users may not want to see all object extras (lights, cameras,
etc.), per-object-type visibility settings are also added as session
options.
By slightly refactoring the definition of the 3D View object types
visibility panel (note: no functional changes), the VR Scene Inspection
add-on can show a similar panel without duplicating code. When VR
selection is possible in the future, the object type select options can
also be enabled.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14220
A change proposed in T97697, using existing saturation as a multiplier for the filter operation
{F13038602}
Review By: Joseph Eagar, Julian Kaspar
Differential Revision: https://developer.blender.org/D14808
Ref D14808
In the current code we do not render any curves if they have not been
converted to meshes. This change makes the custom bone drawing try to
render mesh objects first and then falls back to curve objects if there
is no mesh data available.
Reviewed By: Clement
Differential Revision: http://developer.blender.org/D14804
While the reference would never be used in case of NULL pointer, this
bit of code was not really clear and nice, so make it less ambiguous
now. Also add early return in case a NULL idv pointeris actually passed.