Regression introduced in 69d6222481.
In that commit the `Depth` option of the placement started to override
the snap toggle. So only the `Suface` value had snap.
This commit also changes the behavior when triggering Placement.
Previously, snapping was forcefully enabled (in the case of `Surface`)
and snapping elements other than Face were used.
Now snap is only enabled if toggle is enabled.
Crash occurs when calling with `EXEC_DEFAULT` context.
In this case `text->filepath` might be `nullptr` and cause a crash.
Fix by raising a Python error message in this case.
Rectangle of text drawn on strip could be inverted, which triggered
assert in `UI_view2d_view_to_region_rcti_clip()`.
This was because scrollbar width was added to left side of rectangle.
Since now scrollers are drawn on right side, this offset is replaced
with same offset as is used for strip handles. Both sides of rectangle
are clamped to same range, so it will not get inverted.
In 384c2e1f36 it was assumed that `VIEWOPS_FLAG_PERSP_ENSURE` only
takes effect if Auto Perspective is enabled in preferences.
But that option is still required in camera view mode.
Therefore always set `VIEWOPS_FLAG_PERSP_ENSURE` if a navigation mode
requires it.
And add a comment explaining the reason.
Part 2/3 of #109135, #110272
Defines the RNA API for the new node tree interfaces.
The bulk of the RNA definition lives in `rna_node_tree_interface.cc`. The legacy socket interfaces remain in place and will be removed later.
Since the socket items share the `bNodeSocketValueXXX` structs with the `bNodeSocket` types they also use the same RNA. The `rna_def_node_socket_interface_subtypes` function is exposed so that when defining the interface RNA it can use the same code as the regular socket RNA.
Pull Request: https://projects.blender.org/blender/blender/pulls/110952
Using this flag from linked data is always a double-edge sword, in one
end some user have been relying on it to keep around data that is not
really used as ID (like e.g. text data-blocks, node trees, see
e.g. #103687, #105687). On the other end, it often causes over-keeping
of linked data reference in production files.
From now on, when an unused linked data is to be kept around, users
should create an ID property to reference it.
Implements #106321.
Pull Request: https://projects.blender.org/blender/blender/pulls/111042
Fixes NaN in Vector Displacement node caused by the normalization of
0, 0, 0 vectors.
This fixes both visual rendering issues and an "illegal address" error
on the GPU. The "illegal address" error came from the Light Tree
Sampling code not handling the NaN normals well, leading to weird code
paths being taken, eventually leading to a kernel_assert and a
user facing illegal address error.
Pull Request: https://projects.blender.org/blender/blender/pulls/111294
Customprops to IDs are supported since years through code, but were
never exposed directly in the UI of customporperties.
This commit mainly:
* Adds a new `DATA_BLOCK` type to UI customprops types.
* Exposes the existing `id_type` settings to python API.
Pull Request: https://projects.blender.org/blender/blender/pulls/110458
This PR implements indirect drawing for the Vulkan backend. Indirect
drawing is a requirement for workbench-next.
NOTE: that this is one of multiple changes needed to get to the same
support level. With this patch only objects at the center of the world
are drawn correctly.
Pull Request: https://projects.blender.org/blender/blender/pulls/111334
This allows adding debug calls to library
sources and not trigger an error for
all shaders that reference the lib.
The particular shader that need to use
it can set `drw_debug_print_enable` and
`drw_debug_draw_enable` in their main file
and it will trigger the injection of the
debug functions.
Blender's C++ data structures have configurable inline buffers used to
avoid allocation when the needed size is small. Use them in multires
code instead of an uglier C solution.
Pull Request: https://projects.blender.org/blender/blender/pulls/111070
Recent refactors could cause movement of selection endpoints when
extending (holding shift). This ensures that only the cursor side moves
during selection extension.
Pull Request: https://projects.blender.org/blender/blender/pulls/111288
Add optional argument `STRIP_LEADING_C_COMMENTS` to CMake macros:
data_to_c_simple & data_to_c.
Strip leading C-style comments that don't bloat binary size.
Comments are replaced with blank lines so line numbers in error messages
match. Reduces Blender's binary size by ~70kb.
Had put my name here since the choice was between the foundation
and me personally, with the blender authors file now being in
place this can be cleaned up.
This renames the WITH_WINDOWS_PDB and WITH_WINDOWS_STRIPPED_PDB cmake
options to WITH_WINDOWS_RELEASE_PDB WITH_WINDOWS_RELEASE_STRIPPED_PDB
The Stripped PDB isn't cost free to generate, and is only needed for
builds that are distributed to end users. There is no benefit in making
one for a debug build as the debugger locally will prefer to use the
bigger un-stripped PDB anyhow.
This also stops the copy/install of the PDB for anything but a release
build, this file is about 1.6G for a debug build, and there is really
no need to do this for local development, as the debugger will find/use
the PDB from its original location.
This brings down the time needed for an incremental link on a debug
build by about 30% (10->7 seconds on my local system)
The only acceptable case to handle internal data in 'lib_link' code is
when it depends on other IDs info. Otherwise, it should be done in
'read_data' code (and versioning if relevant).
When using a slider it is possible to enter numbers for an exact value
However that input was capped between 0 and 1,
which is no longer correct since the range can be arbitrary.
Additionally it was divided by 100 because the slider
operator system assumed we'd be working with percentages.
This fixes both of these issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/111269
Implements the paper [A Microfacet-based Hair Scattering
Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by
Weizhen Huang, Matthias B. Hullin and Johannes Hanika.
### Features:
- This is a far-field model, as opposed to the previous near-field
Principled Hair BSDF model. The hair is expected to be less noisy, but
lower roughness values takes longer to render due to numerical
integration along the hair width. The hair also appears to be flat when
viewed up-close.
- The longitudinal width of the scattering lobe differs along the
azimuth, providing a higher contrast compared to the evenly spread
scattering in the near-field Principled Hair BSDF model. For a more
detailed comparison, please refer to the original paper.
- Supports elliptical cross-sections, adding more realism as human hairs
are usually elliptical. The orientation of the cross-section is aligned
with the curve normal, which can be adjusted using geometry nodes.
Default is minimal twist. During sampling, light rays that hit outside
the hair width will continue propogating as if the material is
transparent.
- There is non-physical modulation factors for the first three
lobes (Reflection, Transmission, Secondary Reflection).
### Missing:
- A good default for cross-section orientation. There was an
attempt (9039f76928) to default the orientation to align with the curve
normal in the mathematical sense, but the stability (when animated) is
unclear and it would be a hassle to generalise to all curve types. After
the model is in main, we could experiment with the geometry nodes team
to see what works the best as a default.
Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/105600
Partially reverts b14a0ee57e.
Instead of renaming the DNA field, use namespaces in C++ to resolve
name collisions (which is the reason this change was done
in the first place).
Factor of Color>Multiply should not have an effect on the alpha channel.
Alpha values can be adjusted separately by the factor associated to blend mode.
Factors below 1.0 reducing alpha would reduce color twice, while factors
above 1.0 would be clamped to 1.0.
- Removed ops on alpha channel in multiBuf()
- Removed adjustement of ibuf-planes since alpha channel is no longer
modified
Pull Request: https://projects.blender.org/blender/blender/pulls/110984
The potential data already read in `instance_weights` listbase needs to
be freed, instead of just clearing the listbase.
Also move some (very old!) versioning code out of Particle's 'lib_link'
code into proper versioning code.
This patch adds support for the realization of transformations of
operation inputs in the Realtime Compositor. Input socket declarations
can now include a preference to what sort of realization needs to
happen.
All inputs specify realization on the operation domain by default
because that is needed for the correct operation of most operations.
Nodes may choose not to be realized on the operation domain, like the
MapUV, Plane Deform, and Bokeh Blur nodes; that's because their inputs
are treated as transform-less image objects.
Nodes may chose to realize their rotation or scale, like operations that
are not rotation or scale invariant and thus need images of identity
transformations. No nodes are declared as such so far, as this is still
being considered by developers and test builds be published for testing.
This patch coincidentally also fixes#102252 by declaring the Bokeh input
of the Bokeh Blur node to need realization of rotation. Which is the only
functional change of the patch.
Fixes#102252.
Pull Request: https://projects.blender.org/blender/blender/pulls/111179
When copying (CTRL+L->Animation Data) a driver between two objects
that are linked with library overrides, `AnimData` was not created.
This did crash Blender when it tried to use the `nullptr`
The reason it crashed is because the function
`DEG_id_tag_update()`
was never called.
Fix it by restructuring the code so the function gets called
Pull Request: https://projects.blender.org/blender/blender/pulls/110795
Now that all shaders have been converted to be Vulkan Compatible it is
safe to test for incompatibility when running in OpenGL or MTL.
This detection is only done when blender is compiled in debug mode.