Add some comments that clarify that `StringRefNull` can be compared with
other `StringRefNull` and with `StringRef` instances.
Add unit tests that cover these cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/118515
When switching to an object with invalid channels,
the red underline would only appear on the second redraw.
Same when switching the other way around, then they would
stay until the next redraw.
The issue is that the logic to check if that line should be drawn
is checking the flag of the `bAnimListElem` which gets it from
the FCurve. But the FCurve is only checked later down the line
when getting the name.
Fix it by checking the flag on the FCurve directly.
Pull Request: https://projects.blender.org/blender/blender/pulls/118522
Error caused by attempting to register multiple catalogs with the same
catalog ID. This would happen when multiple asset libraries would use
the same catalog definition file, and the "All" library would attempt to
merge them all into one library.
Ignore duplicate catalogs, like we already do when reading individual
asset catalog definition files. Log an error instead, or a info log if
the catalog path matches as well (in which case the conflict can be
ignored as it won't be user visible).
Blender had a very limited (only uncompressed or MJPEG frames) .avi file
support, for both reading and writing. This is something that ffmpeg can
fully do.
This removes all of that. 3500 lines of code gone, primary motivations being:
- ffmpeg can read and write .avi files just fine, including ones with
uncompressed or MJPEG frames.
- Blender's ffmpeg integration could also be taught to produce uncompressed or
MJPEG .avi files, but TBH I don't see a particular reason to do that. Modern
formats like H264 are better in every way, and already support "lossless"
option if needed.
- The "Lite" blender build configuration was excluding both ffmpeg and avi
anyway, so that config is something that can't read nor write any movies.
User visible changes:
- In scene image output type, under Video section now there's only Ffmpeg Video
(AVI Raw and AVI JPEG are gone)
- Whenever loading an existing file, if output was one of AVI Raw / AVI JPEG,
it is set to Ffmpeg Video.
Pull Request: https://projects.blender.org/blender/blender/pulls/118409
When the retopology overlay is enabled, the edit mesh is not drawn
in solid mode. When you disabled overlays however, it would not be
drawn in any mode, which understandably confused users.
Now it checks whether overlays are enabled before it hides the solid mesh.
Pull Request: https://projects.blender.org/blender/blender/pulls/118422
Adds a conversion function for the Tint modifier from GPv2.
Also added a unified function for converting the "influence" settings, which is shared between most grease pencil modifiers.
Modifier type casting was moved into the conversion functions for individual types to make the switch statement less verbose.
Pull Request: https://projects.blender.org/blender/blender/pulls/118465
The non-locking context activation expects the render engine to
have its own GPU contexts, which is not necessarily the case when
compositing happens from the command line.
Ensure that the contexts exist prior to attempt of activating them.
Pull Request: https://projects.blender.org/blender/blender/pulls/118496
Resolves assertion for EEVEE Next motion
blur wherein a swizzled texture used in an
image binding loses write-access. We
instead must bind the source texture
for image write operations.
This is now consistent with expected
behaviour in other APIs.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/117479
This patch adds a new `Stretching Opacity` slider to the overlays panel in the UV Editor.
This allows users to tweak the opacity of the UV stretching overlay, so the image texture
can still be visible through it.
Pull Request: https://projects.blender.org/blender/blender/pulls/117381
The GPU Hue Correct node is slightly off due to incorrect interpolation
of curve maps. We fix this by introducing proper half-pixel offsets to
the curve map coordinates much like we do for other curve map evaluation
shaders.
The compositor backdrop is only updated partially for the GPU compositor
when the render percentage is less than 100. That's because the viewer
node wrongly considered the compositing space, while its space is only
affected by its input. So this patch fixes that by ignoring the
compositing space for viewer nodes.
Although it is nice to skip embossing for middle buttons in aligned
rows, this only applies to vertically-aligned buttons. Horizontal ones
need to keep their embossing, if enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/118304
This adds support for removing multiple named attributes from a geometry at once
using a string pattern that can contain a single wildcard character (`*`).
Using the pattern `sim_*` removes all attributes with the `sim_` prefix for example.
The most difficult design issue here is the decision of what pattern matching language
to use. In the end we only settled on the lowest common denominator for now. This
is already very useful and does not limit us much in the future if we want to support
more complex pattern matching. Once we support lists, some of the use-cases can
also be solved more generally without extra functionality in the Remove Named Attribute
node.
Different pattern matching languages have been discussed before:
https://devtalk.blender.org/t/string-pattern-matching-language-in-blender-and-geometry-nodes/27410
Pull Request: https://projects.blender.org/blender/blender/pulls/118258
We have both a blf_glyph_ensure and blf_glyph_ensure_ex, with the former
calling the latter with subpixel equal to zero. This PR just combines
the two using a C++ default optional parameter.
Pull Request: https://projects.blender.org/blender/blender/pulls/118470
The "size" parameter here is unnecessary in that we are passing the
font itself and the function is only ever called (the once) with
font->size. The parameter is also misleading in that you could assume
that the cache is matching only the font size when it actually matches
multiple attributes, including size. Size isn't special here.
Pull Request: https://projects.blender.org/blender/blender/pulls/118469
This adds an sse42 cpu check on startup for both linux and windows,
mac has been excluded, since there are no intel based macs that do
not support SSE42.
The way this works is, we count on the OS to initialize the shared
libraries in the order they are linked (which currently holds true)
before calling the initialization code in the main executable. This
allows us to check the CPU before running any of the code in the main
executable that might not be supported by the current isa.
Changing those build flags is for a future PR, but for now and for
future reference: blender_cpu_check must be build without optimized CPU
flags so it'll be able to run on older CPUs.
some code has been duplicated from blenlib, there's really no way around
that since we cannot link blenlib as it may be build with optimized cpu
flags.
Windows currently gives a popup to inform the user, while linux reports
to the console, there may be better ways to communicate with linux users
with perhaps some generic GUI popup, but I'm unaware of these and will
leave this for the linux platform maintainer to polish.
Part of #116592
Pull Request: https://projects.blender.org/blender/blender/pulls/118054
Multiple threads may try to load the "All" asset library catalogs, so
avoid working on the same catalog service in parallel.
Found when testing #118463 on top of #118382, by creating a sculpt brush
asset while the asset shelf is open. The 3D View header would trigger
reloading of the "All" asset library catalogs to display node assets in
header pulldowns, while the asset shelf triggered a threaded reload of
the asset library.
This adds back sphere probe pre-convolution.
The difference is that we use spherical
Gaussian instead of the GGX NDF.
This allows us to reuse the previous mip as
a source for the convolution and thus reduce
the sample count and give a noiseless result.
However since we don't use filtered importance
sampling anymore, we have to compensate with
some more samples. This could be addressed in
a follow up PR if needed.
This also changes the octahedral mapping
procedure to avoid padding texels and
interpolation artifacts.
Also cleanup to make sure all functions
related to mapping are in the same file.
The change to Spherical Gaussian has some impact
on the look. The resulting visual is a less "foggy"
but most of the energy is where it should be.
Only the caracteristic "GGX tail" is missing.
These sphere light-probes convolved mips are only
used when raytracing is off or un-available (forward
surfaces).
Ref #118256
Pull Request: https://projects.blender.org/blender/blender/pulls/118354
The smear brush on sculpt mode is causing vertex color alpha to keep increasing (see `before` video). I think the amount of alpha should decrease the further away it gets.
My solution is to remove the blending of `accum` with `interp_color` and eliminate the usage of `interp_color` altogether. This will correct the behavior, as seen in the `after` video below.
I provided a [blend file ](/attachments/470b7c27-5707-4d8a-83ea-28a7423f7092) for you to test.
| Before | After |
| -------- | -------- |
|<video src="/attachments/8f28899e-13f2-455f-ac42-dd1464330f3a" title="demo_before.mp4" controls></video>|<video src="/attachments/041389b7-350e-44e2-84cb-a41f26905880" title="demo_after.mp4" controls></video>|
Co-authored-by: Ahmad Rifai <riff.blend@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/115292
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338