Nishita sky is not available in Eevee, display a warning to make this clear inside the Sky texture node.
Differential Revision: https://developer.blender.org/D13161
Catalog simple names are supposed to fit into the DNA field `char
AssetMetaData::catalog_simple_name[64]`, and thus should be shortened
appropriately. This was already happening, but is now also covered by a
test.
No functional changes.
In armature edit mode, the Make/Clear Parent operators don't do anything
in various cases, but only one of these cases was previously indicated,
and it was indicated by hiding the option completely instead of graying
it out.
Clear Parent (Alt+P) problems fixed:
- "Clear Parent" option always showed up, even when none of the selected
bones had a parent.
- "Disconnect Bone" option always showed up, even when use_connected on
all selected bones was already false.
Make Parent (Ctrl+P) problems fixed:
- "Keep Offset" option didn't show up when all selected bones' parent
was already the active bone. This was correct, and this patch tries to
make all behaviours consistent with this.
- "Connected" option always showed up, even when all selected bones'
parent was already the active bone, and they all had use_connect set
to True.
With this patch all options show up all the time, but in cases where
they would do nothing, they will be grayed out.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D6100
Allow exporting of animated vertex colors to Alembic.
The changes are made to be in line with the way the UV Maps are written.
Each vertex color gets a OC4fGeomParam created and mapped into the
CDStreamConfig to avoid recreating the Param on each frame.
The time sample index is also stored in the config now and set onto the
UV and Vertex Color params each frame. Without this the exports would
get inconsistent timing results where animated UV maps and Vertex Colors
were not playing back at the original speed.
Reviewed By: sybren
Maniphest Tasks: T88074
Differential Revision: https://developer.blender.org/D11278
When adding certain customdata layers (namely UVs, vertex colors and
sculpt vertex colors), the user does not get notified the specific limit
has been hit (blender just silently does nothing).
Now inform the user [decided to not do this in poll() since it could get
messy once operators are extended to operate on all selected objects, so
left this as a visible error in execute() -- or from python].
Maniphest Tasks: T92318
Differential Revision: https://developer.blender.org/D13147
If the blend file is saved from a script in another thread,
like the render thread for example, Blender will crash on the call that
redraws the UI.
Ref D13140
If the blend file is saved from a script in another thread,
like the render thread for example, Blender will crash on the call that
redraws the UI.
Ref D13140
When the asset view in the sidebar of the pose library would contain
more than a few handful poses, interaction and animation playback
performance would be impacted considerably. This was because our icon
drawing scales image buffers using a rather slow method on the CPU.
This commit changes it so the asset icons are scaled using the GPU.
Note that this is a temporary change. I'd like all icon code to use
GPU-side scaling, see D13144. But such a change is too risky to do in
the release branch at this point, so this fix is specifically for the
3.0 release.
As can be confirmed by checking generic code for this operation,
it is supposed to blend between the result of Breakdown based on
actual frame range, and the current pose. However for some reason
the quaternion specific code was blending between the current pose
and the current keyframed pose. This means that the operation does
nothing if invoked without modifying the pose first.
This rewrites the code to match the non-quaternion behavior.
Differential Revision: https://developer.blender.org/D13030
This patch adds shader compilation tests for the basic engine in `shaders_test.cc`
Addresses T92701
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D13066
Interpolation vertex data on loose edges was writing into already
allocated data.
Resolve this by skipping vertex end-points for custom-data interpolation
which has already been copied from the source mesh.
Reviewed By: sergey
Ref D13082
Currently, when creating a new node tree ID, its `typeinfo` is set to
`NodeTreeTypeUndefined`, but its `type` enum value is left to `0`,
aka `NTREE_SHADER`.
This patch adds a new `NTREE_UNDIFINED` value, and use it for
`NodeTreeTypeUndefined` types of node trees.
NOTE: While it is not clear whether that actually fixes issues currently,
quite a bit of code still relies on the value of `type`, so think it
makes sense to sanitize this.
NOTE: Would have been ideal to reserve `0` value to undefined type,
but at this point this is not possible anymore, so chose to use `-2` instead.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13123
Previously, to get the declaration of a socket, one had to go
through `node->declaration`. Now this indirection is not necessary
anymore. This makes it easier to add more per-socket information
into the declaration and accessing it in various places.
Currently, this system is used by socket descriptions and node warnings
for unsupported geometry component types.
Reference struct members by name instead relying on their order.
This also simplifies moving back to named members when all compilers
we use support them.
Out of bounds read and potential out-of-bounds write when transforming
the 2D cursor for image editor and sequencer.
While this didn't cause user visible bugs in my tests,
it's error prone and should be avoided.
Use TransData2D for 2D cursors.
Out of bounds read and potential out-of-bounds write when transforming
the 2D cursor for image editor and sequencer.
While this didn't cause user visible bugs in my tests,
it's error prone and should be avoided.
Use TransData2D for 2D cursors.
Internal struct ObTfmBack had out of sync doc-strings
for members duplicated from Object.
Remove the doc-strings as there is this is just temporary storage.
Error introduced in rB69d6222481b4 and partially fixed in rB24310441ddc8.
When gizmo was turned on but the scene has more than one 3D viewport, one of them the snap cursor did not appear.
Cleanup and Simplification of blf_glyph.c
See D13095 for details.
Differential Revision: https://developer.blender.org/D13095
Reviewed by Campbell Barton
This commit renames mesh.c to mesh.cc and makes
it compile in C++. Can be useful in the future to be able
to use C++ functionality in existing and new functions.
Differential Revision: https://developer.blender.org/D13134
Remove the need to include the window manager & editor functions
in low level font rendering code.
- The default font size is now set when changed in the preferences.
- Flushing cache is set as a callback.