It's possible to encounter a true 1-channel image if it's coming
directly from, say, a float-value AOV or similar.
This was not accounted for and would cause issues when saving the image
out to a 3 or 4 channel format (wrong values) or when saving out to
another 1 channel format (unnecessary usage of luminance weight values).
Pull Request: https://projects.blender.org/blender/blender/pulls/111577
Last key is drawn on the right edge of the strip, but that is end of
the frame, which it should be bound to. Because of this, drawing code
and operators must consider, that this key is always displaced.
This was not done in 86a0d0015a and caused issues like #113755 that was
fixed incorrectly.
The issue was that a node was supposed to propagate an anonymous
attribute that is only created further to the right in the tree. This does not
during inferencing, where uses of fields can only come to the right of its
creation. Note, all fields coming out of the repeat input/output node are
new field sources during inferencing.
Now, only field sources that are passed from the outside into the repeat zone
can be propagated from the repeat output to the repeat input node.
Solving this also showed another issue where anonymous attributes are
not properly propagated through a repeat zone where there is no link between
the repeat input and output node. In such cases, data is still propagated between
those two nodes when the number of iterations is zero.
The way we handled activation of view item buttons (which are placed
underneath other buttons) would leave that button in an active state,
giving it priority on the next event handler run. Instead we want to
cleanly exit the button after activation, so that the overlapped chevron
icon can be recognized as hovered again.
Also limit this to mouse press events, since otherwise the tree view
item would toggle the collapsed state on both the press and the release
event.
Choosing "Mark as Asset" from the context menu of the ID selector (ID
template) would always use the selected objects instead of the ID set in
the ID selector. This is because since f22e2bab72, multiple selected IDs
have priority over a single active ID (to give batch editing priority),
and the 3D view context exposes both.
Adds variants of the mark and clear asset operators that only work on a
single ID ("id" context member). Context menus for buttons representing
an ID use this instead. Using an operator property resulted in too
complicated code. Plus the poll function would succeed in cases where
the operator wouldn't be able to succeed. Separate operators keep things
simple and more reliable.
This was caused by the framebuffer incorrectly being recreated
using a byte buffer. From now on, always use the input format
or guess the format based on the output bitdepth.
Pull Request: https://projects.blender.org/blender/blender/pulls/114061
This is because `TRANSFORM_OT_edge_slide` has `OPTYPE_DEPENDS_ON_CURSOR`
flag set. Due to this, invoke call to loop-cut operator was not sent
from function `WM_operator_name_call_ptr_with_depends_on_cursor`.
Since `edge slide` operator does not depend on actual cusor position, we
can remove this operator flag to fix the problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/113140
Translation markers `N_()` were added to IDs' plural names in !113912.
I also renamed some of those because I thought there were only display
names.
This commit reverts the renaming, leaving only the addition of the
markers.
Pull Request: https://projects.blender.org/blender/blender/pulls/114030
Steps to recreate were:
- Open factory startup
- Add armature, switch to Pose Mode
- Drag upwards the little triangle/chevron tab in the lower right of the
3D View
If the asset shelf would be displayed the first time for an editor, the
asset shelf data isn't valid yet and can't be accessed.
In earlier design, retiming selection was managed outside of retiming
keys struct. This was changed to a flag of the retiming key struct.
Since moving of the transition deletes and re-creates keys, the
selection was lost. Selection is now re-established in
`seq_retiming_transition_offset()`.
After eda58d6419, multiply operation does not affect alpha channel, but
Some users do expect this feature present.
This adds option `multiply_alpha`, so that multiplication (in strip
color panel) will affect alpha channel as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/113791
Alternate fix for [0], a crash when a texture fails to load since this
seems to cause animation playback to fail on WIN32, see #113849.
While I can't redo the error, the main change was setting up
`immVertexFormat` before calling `ocio_transform_ibuf`.
[0]: 34899ec13d.
This reverts commit 34899ec13d.
This causes issues on WIN32 which I'm unable to reproduce.
Resolving the error with textures failing to load can be done with
fewer changes.
The repeat zone needs some special treatment during anonymous attribute
inferencing, because it propagates those attributes directly from the repeat
input to the repeat output node and vice versa.
Now the algorithm uses multiple passes if necessary to reach a stable
inferencing result.
Pull Request: https://projects.blender.org/blender/blender/pulls/113970
Some of these devices are not capable of running >=4.0, due to issues
with Mesa's Compute Shaders and their D3D drivers.
This PR marks those GPUs as unsupported, and prints info to stdout.
A driver update will be available for 8cx Gen3 on the 17th October
from here:
https://www.qualcomm.com/products/mobile/snapdragon/pcs-and-tablets/snapdragon-8-series-mobile-compute-platforms/snapdragon-8cx-gen-3-compute-platform#Software
It will take longer via the standard MS Windows Update channels,
as there is certification, testing, etc required, but it is possible
to get the drivers, at least.
This issue applies even when using emulated x64.
If this does not get merged, all WoA devices will break with 4.0,
where older ones will just launch a grey screen and crash, and newer
ones will open, but scenes will not render correctly in Workbench.
These devices work by using Mesa's D3D12 Gallium driver ("GLOn12"),
which is why we have to read the DirectX driver version - the version
reported by OpenGL is the mesa version, which is independent of the
driver (which is the part with the bug).
Pull Request: https://projects.blender.org/blender/blender/pulls/113674
Caused by 425b871607.
The root issue was that these two states of the hash table were
mixed up in 425b871607: (1) the hash table exists and (2) the hash
table is empty.
The use of `std::optional` restores these two different states again.
These are not `transform` operations, and use their own method to
detect snapping.
It is important to keep in sync when an enum varies.
In this case, `SCE_SNAP_INDIVIDUAL_PROJECT` was missing to check snap.
Caused by bd305c8d18
`snap_transform_data` adds an offset to each element being transformed.
However, this seems to only work for Move and Extend transformations.
Therefore, the solution is to make the NLA snapping system more generic.
Pull Request: https://projects.blender.org/blender/blender/pulls/113554
Note 0a0a29887d / 4c99043a85 were supposed to fix this.
This was mostly working, but verts could still obtain wrong weights
(most notably "outside" the gradient range).
Code from above commits would correctly skip hidden verts in
`gradientVertUpdate__mapFunc`.
However, `gradientVertInit__mapFunc` (called prior) already does
`gradientVert_update` once [not entirely sure why it does this, but
wouldnt want to remove the call there due to unforseen behavioral
changes] and we dont early out there.
So now move the check for hidden verts from
`gradientVertUpdate__mapFunc` to `gradientVertInit__mapFunc` and early
out (also saves us from doing other unneccessary stuff there).
Pull Request: https://projects.blender.org/blender/blender/pulls/113825
Currently, we always prioritize the words in the last section of a search item
(the words that are highlighted). This generally works well, but the situation
is a bit different for link-drag-search, because there the last part is the socket
name, which is usually less descriptive than the node name.
This patch allows us to use different heuristics to select the prioritized section
per search.
Unfortunately, the link-drag-search is not fully consistent with itself. Sometimes
the last group is a socket name, but sometimes it's also the mode of a node
(`Math > Add`). Therefore, the patch currently simply prioritizes all words in the
same instead of prioritizing only the first part. This seems to work much better
than before even if not perfect in all cases yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/113648
The previous formula for adjusting Coat Tint intensity resulted
in strong tints and sudden colour changes when using a low coat weight.
This commit fixes these issues by mixing between a white tint (no tint)
and the chosen tint based on the Coat Weight.
Pull Request: https://projects.blender.org/blender/blender/pulls/113468
Extract:
- Sculpt filter types from the Sculpt menu. Some of these types use a
custom label, different from those defined in the operator RNA,
which was never extracted.
- "Today" and "Yesterday" from the file browser modification date.
- All name_plural from IDs, as these are used in the UI to list which
data block is to be removed, when calling outliner.orphans_purge.
Disambiguate:
- "Area", meaning the measurement of a surface as opposed to a place.
Some messages reported by Satoshi Yamasaki in #43295.
Pull Request: https://projects.blender.org/blender/blender/pulls/113912
Moving an asset from "Unassigned" to a catalog needs to clear the node tool
asset tree caches and redraw the editor. That's solved here by emitting
an asset-specific notifier rather than the less clear "file list" one.
Pull Request: https://projects.blender.org/blender/blender/pulls/112980
Since the operator can also act on e.g theme colors [and changes to these shouldnt send undo pushes], dont do a general `OPTYPE_UNDO`, but instead be a bit more specific and only do an undo push for buttons with `UI_BUT_UNDO`.
Probably good for LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/113887
View2D isn't initialized in these regions yet, which is a valid state
for hidden regions. So consider that when calculating the region zoom
factor in the region scale operator.
For historic reasons buttons don't use the full button size as draggable
area by default, only a small part of it that is assumed to contain the
icon (e.g. of a label button). This isn't what we want for the big
preview buttons used here, their entire surface should be draggable.
We already have a workaround in place for this historic behavior, so we
can just enable that.
In 3.6 the names of node group sockets were using char arrays, but now
use allocated strings. The RNA system assigns nullptr to such strings
when assigning an empty string through python (UI assignment appears to
always generate a valid string). This creates issues with many STL
functions, in particular assigning nullptr to `std::string` will crash.
We have to check for valid pointers before using them in places that
don't handle nullptrs.
Pull Request: https://projects.blender.org/blender/blender/pulls/113924
With the shift to GPU-driven rendering pipeline,
the SSBO vertex fetch paradigm used to
implement workbench shadows on Metal
instead of utilising the geometry shader
path no longer worked correctly.
This is because the draw submission
required vertex amplification up-front,
based on the expected output geometry
amount for a given input geometry.
This patch aims to resolve this
issue through addition of API to
enable the features within the
GPU driven pipeline.
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113498
Conversion from timeline frame to frame index was done by casting to
integer, which followed logic of ffmpeg seeking. However this is not
best approach in some cases - for example when FPS of scene and movie
differs by a very small amount. In this case the first frame could be
duplicated and all other frames will appear as offset by one frame.
In particular this may happen scene is set to 29.97 fps and movie is
encoded at 30000/1001 fps. A frame will still have to be duplicated, but
it should be frame where decimal of frame index crosses 0.5 to keep
audio and video in sync as best as possible.
Pull Request: https://projects.blender.org/blender/blender/pulls/113870
When retiming key is added to frame before strip starts, this causes
crash on null dereference. After adding null check, this creates
retiming data, even though operation is not valid. To prevent creating
empty retiming data, `SEQ_retiming_data_ensure()` is only executed, when
operator actually adds a keyframe.
Note: Initially committed as 7705e49bcd, but got reverted with
1f0520034a. Note includes fixes for unit tests.
If an asset library was pointing to the same path as the current file is saved
in, the assets from this library wouldn't be loaded. This is because the asset
library service assumed the absolute library root path is a way to uniquely
identify an asset library.
Instead, identify the asset library using both the root path and the library
type.
Blender was writing out color attributes on USDPreviewSurface as
float3 instead of the more accurate color3f. While this is somewhat
technically okay, since color3f is a role alias for float3, it does cause
issues in applications that are correctly expecting color3f.
The material writer code actually expects color3f in other
sections, but was using float3 in this section erroneously.
Co-authored-by: Dhruv Govil <dgovil2@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113695
Currently the active attribute is stored as an index. This should be
changed to a string, but until then, adding or removing an attribute
changes the indeices. The workaround is to store the name and fix
the active attribute after the change.