When drawing is visible in 3d-view and playhead is not over keyframe, in
such case erase tool is erases everything (or let's say it adds empty
keyframe). Erasing works correctly if additive drawing is enabled but
this is also expected to work when additive drawing is disabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/119051
With the recent changes introduced by the mixed resolution rendering
overscan and border rendering broke. Overscan is also used by the test
cases and fails the current tests.
This is a quick fix to get the overscan working.
NOTE: overscan + mixed resolution rendering will look blurry.
NOTE: this doesn't fix border rendering.
As part of PR #118396 the "generator" effect strips (color, text,
adjustment) also started to put their "raw" images into the cache.
However, seq_cache_timeline_frame_to_frame_index that has optimization
that tries to use only one cache entry based on how many frames are
present in the strip was not expecting to see effect strips, ever.
As a result, something like adjustment layer would effectively just
cache a single frame, since it has no "source frames" to speak of.
Fixed that by only doing this optimization for non-effect strips.
Similar to the recently introduced `Solver` enum. This is just friendlier
and doesn't require including `DNA_node_types.h` in the geometry
module header. There's no strong benefit to declaring these enums in
DNA in practice.
This adds a "Solver" option to the geo boolean node, with the options
Exact and Float.
The current geo boolean node only uses the Exact solver.
This adds the ability to use the faster original floating point boolean solver.
The float solver has issues with coplanar and other coincident geometry,
but is generally much faster than the Exact solver, and users have asked
for this option (which is available in the Boolean Modifier and edit mode
boolean tool).
Like the modifier, the Float solver needs to convert the Mesh to BMesh,
do the operation, and then convert back to Mesh. It also has to do it
iteratively if more than two operands are supplied.
This is the first of a planned series of commits that will add a
new exact boolean solver, based on the Ember paper, as a solver option.
Ember will be much faster than the current exact solver, but may still not
be as fast as float, and also will not handle some non-volume-enclosing
inputs as well as Float, so it is likely that the Float solver will always remain.
We may eventually retire the old Exact Solver, however.
This commit also prepares for more sensible code in the future by
changing the internal enum names for the solvers to better reflect the
algorithms used: Fast -> Float, and Exact -> Mesh_Arr (which means
"Mesh Arrangments, the name of the paper upon which the current
exact solver is based).
Co-authored-by: Howard Trickey <trickey@google.com>
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/119294
In older drivers with an integrated GPU, this may crash. This not only
affects HIP, but also can crash when using Cycles with an NVIDIA or
Intel GPU in combination with an AMD CPU.
Fixes for this are expected to be coming, but there will not be enough
time for user testing, and it is difficult to be certain that the fix
is complete.
So to be careful, this is postponed until it has had more testing.
Pull Request: https://projects.blender.org/blender/blender/pulls/119476
Cryptomatte passes would generate a feathered outline
in Metal due to missing texture fence in chained
read->modify->write->read->... patterns.
Added imageFence function to explicitly state that
imageStore's should be visible to future imageLoad's.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119163
This adds conversion for the following flags:
- `GREASE_PENCIL_ANIM_CHANNEL_EXPANDED`
- `GREASE_PENCIL_AUTOLOCK_LAYERS`
- `GREASE_PENCIL_STROKE_ORDER_3D`
Note: The last two are not expose through the UI yet.
Our splash screen rounds the top corners of the featured image. However
this requires an alpha channel, so an RGB image will not look rounded.
This PR just ensures a 32 plane count.
Pull Request: https://projects.blender.org/blender/blender/pulls/119473
With default sizes the Timeline "Playback" popover clips the text of
two items in English. This PR just makes it just wide enough plus a
bit of breathing room.
Pull Request: https://projects.blender.org/blender/blender/pulls/119474
Fix for a crash after undo "Mask slice to new object"
When creating a new mesh object in the mask slice operator in
sculpt mode it caused a crash when undo to the initial undo step.
Moreover saving the sculpt undo state seems not necessary in
this function since undo/redo doesn't really work reliably for this
operator from the start, but there is nothing can be done about it
without systemic changes.
Note: this PR replaces #119401
Pull Request: https://projects.blender.org/blender/blender/pulls/119443
The IMB_dupImBuf() function does not copy the GPU texture as it might
not be possible if the GPU context is not active, but it also was not
clearing the pointer in the result ImBuf. This could potentially lead
to situation when the texture gets freed via IMB_freeImBuf of either
original or copied image buffer, leaving the other pointing to a freed
GPU texture.
It is not known whether it ever was an actual problem for artists,
but it is nice to avoid such possibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/119469
Fix for a crash after undo "Mask slice to new object"
When creating a new mesh object in the mask slice operator in
sculpt mode it caused a crash when undo to the initial undo step.
Moreover saving the sculpt undo state seems not necessary in
this function since undo/redo doesn't really work reliably for this
operator from the start, but there is nothing can be done about it
without systemic changes.
Note: this PR replaces #119401
Pull Request: https://projects.blender.org/blender/blender/pulls/119443
This fixes an issue where the `use_masks` functions on layers
and groups returned the wrong value.
The issue was that the root group doesn't have this flag set
which then propagates to all the layers and groups.
To fix this we invert the `GP_LAYER_TREE_NODE_USE_MASKS` flag (now called `GP_LAYER_TREE_NODE_HIDE_MASKS`).
The API still uses the `use_masks` function.
The Metal shader compiler was previously fully unrolling
lightprobe sampling, resulting in long compile times of
70+ seconds and high instruction counts.
Implementing Chunked unrolling to retain benefits of
unrolling e.g. latency hiding, while reducing register
pressure and improving compile time significantly.
(Only 800ms vs 70,000ms).
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/119333
* If required roles are not found, refuse to load the config
* Use "default" role as fallback for all roles, following the
OpenColorIO docs.
* Use bundled config if loading environment config fails,
instead using very limited fallback config.
* Fix OCIO_exit get called on failed config load, causing
crash when trying to load the next config.
Pull Request: https://projects.blender.org/blender/blender/pulls/119435
Layer masks were partly already there. This PR completes the implementation and expose them through the UI.
This also adds three operators to:
- add a layer mask
- remove a layer mask
- reorder layer masks
Note: These are not used by the renderer yet. Will be done in a following PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/119433
This PR changes the motion path appearance by using the
`Vertex` color as defined in the 3D viewport theme settings
instead of hardcoding it to white.
The issue with setting it to white is that it is too visually distracting,
overshadowing the points that are keyframes, which are drawn in
the selection color for vertices (also defined in the Theme)
Pull Request: https://projects.blender.org/blender/blender/pulls/119382
The Anti-Aliasing node contrast limit has no effect. This is due to a
typo in the code, where the threshold was used internally as the
contrast limit instead.
Use snapping increments matching values used before this was
customizable. [0] changed snapping increments from 5 degrees to 15,
from 1 to 5 degrees with precision enabled.
[0]: 060174cf14