The counters for polygons count and face corners count were inverted,
leading to various out of bounds accesses due to wrong data size
allocation.
Not sure where the bug comes from, whether it's original, or a typo from
some refactor.
The Alembic procedural was refrenced here even if USD was loaded.
Now check the CacheFile type and let the user know Render Procedurals
are only supported for Alembic atm.
Pull Request: https://projects.blender.org/blender/blender/pulls/108701
Since we scale the GPU matrix a certain way (in order to draw a round
circle even for different UI x/y scaling), we have to also compensate
with GPU matrix translation (instead of drawing the raw
frame/value as coords untranslated).
There might be ways to solve this differently (e.g. manipulating the passed
coords instead of the GPU matrix or having a version of imm_drawcircball
that can do this in a way that compensates UI view scaling), but this seems
to be the most straightforward.
Thx @mano-wii hinting at the way to do this with GPU matrix alone.
Should probably go into 3.3 LTS as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/108979
As Alembic stores hierarchies as paths separated by a forward slash, such
character cannot be used in a name. This resulted in an uncaught thrown
exception. To fix this, replace '/' with '_' like for other illegal
characters.
The Alembic data streaming can optionally interpolate between vertex of
two adjacent frames in order to smooth out the transition between
frames.
However, the decision to interpolate is only based on the vertex count.
This is not too robust as topology/connectivity can still differ even if
the number of vertices is the same (for example physics simulations and
videogrammetry can be set to output the same vertex count, but optimize
the triangle placement). This lead to vertices of unrelated polygons
being interpolated across frames.
To fix this, we now also check if the connectivity across frames is the
same, instead of just checking the topology counters. Although the bug
is revealed by the vertex interpolation routine, a similar fix is applied
to the check on topology change used to decide if the modifier has to be
evaluated for orco evaluation.
Pull Request: #105867
Caused by cad897de16
The crash happens because the `SnapData_EditMesh` is removed from the
map but still accessed afterwards.
However, after cad897de16, invalidating an object's unique snap date is
no longer required.
Sometimes the modifier has never been evaluated by an active depsgraph
before it is used for rendering. In this case, the baked data was never
loaded. Now also allow checking for baked data in a non-active depsgraph.
The locking that is in-place already should probably already be enough
to make this thread-safe but maybe that could be made more explicit.
With this the simulation cache pointer is copied over to the evaluated modifier.
This allows the original modifier to be removed without breaking the evaluated
modifier, which results in better decoupling. This can avoid issues when a
non-active depsgraph is evaluated in the background while the user is manipulating
the scene.
Also, it is now assumed that the simulation cache is always allocated even if
there is no simulation (similar to run-time data). This simplifies the code.
Pull Request: https://projects.blender.org/blender/blender/pulls/108976
The face normal was used in local space whereas it is needed as a global
direction (since other vectors here are in worldspace as well --
knife_input_ray_segment() returns worldspace).
Could go into 3.3 LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/108938
e5ec04d73c changed the way crease vakyes are stored in 4.0.
Add versioning for reading the new files that replaces the new generic
attributes with the old non-generic custom data layers. The code is
paranoid with lots fo checks I expect will typically not be necessary.
Similar to f75af7cbf5
Interpolation from edge attributes is unsupported, and the data
of the new point attribute was uninitialized. As a fix, just avoid
interpolating edge attributes in the first place.
PyUnicode_AsUTF8AndSize is used when renaming a custom python property,
this method stores the size of the string without including the null
terminator in the size.
Renaming a custom python property now includes the null terminator when
copying the new string name.
Pull Request: https://projects.blender.org/blender/blender/pulls/107983
The split edges code had a complex method of merging duplicate edges,
going backwards to avoid shifting elements in a vector. Sometimes it
could result in incorrect corner edge indices though, if it moved an
index that matched one of the local variables (I think! I've bee
trying to understand this all day and still struggling). Instead,
replace it with a `VectorSet` that handles the deduplication by
itself, and avoid creating the new edges until the end.
I think this code could still be simpler if we tried to reduce the
amount of things happening at the same time, making more code
deal with the input or final state rather than an in-between one.
But to avoid making the change too complicated I stopped here.
Pull Request: https://projects.blender.org/blender/blender/pulls/108826
Before 4369627e71, the Mirror modifier merge did not interpolate
customdata.
Previously, the customdata was simply copied from the original vertex
during the merge, resulting in the retention of flags such as
`MVERT_SKIN_ROOT`.
This fix could just repeat that behavior for mirror. But these flags
can be useful in other cases, so this commit re-adds them to the
resulting merged vertex.
Although this can generate geometries with multiple roots on the same
island, there are different scenarios in which this can happen.
Therefore, multiple roots on the same island is not necessarily
considered a bug.
Socket shapes are used in geometry nodes to indicate field types.
In other tree types (e.g. shaders) the socket shape is not touched at
all. Since nodes can be copied from geometry node trees, we need to
reset the socket shape when copying to a shader, compositor, or texture
tree.
Pull Request: https://projects.blender.org/blender/blender/pulls/108412
Resolves failing unit tests where missing texture read support for
1D/3D textures was required. Also resolves a number of missing
format support cases when determining texture component
count and byte size for reading/writing.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108751
Math tests failing in Metal due to non-zero-initialized values
and shader compilation error caused by mutli-component
boolean being implicitly evaluated.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108758
Bug in Metal when gl_FragDepth is used but not written to by a shader
causing depth-based navigation to fail. Patch ensures gl_FragDepth
is assigned a default value at the current depth from the vertex
shader to catch all edge-cases of this.
Authored by Apple: Michael Parkin-White
Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/108453
When unlinking IDs like GN tree, materials, etc. undo step is not created.
To fix this, assign `undo_push_label` a string value for registering an
undo-step (with the help of `ED_undo_push`)
Pull Request: https://projects.blender.org/blender/blender/pulls/108452
Pinning information was accidentally skipped inside of the
UV packing engine because of their ordering.
This was most noticeable when using the "Bounding Box" shape
method, causing some pinned islands to be moved when they
should have been locked in place.
Fixes#108730
The call to `CustomData_interp` also interpolated the face corner
topology attributes, which broke the mesh completely. To fix this,
avoid relying on the CustomData API and move the attribute
interpolation to use the attribute API instead. This change also
makes it trivial to support all attribute types in the future.
Also, only retrieve the closest vertex once, instead of doing it
again for every attribute. Combined with building the topology
maps in parallel this approximately doubled the performance
of color attribute propagation in a test with 2 million vertices
and 8 color attributes on both domains (63 to 34 ms).
Pull Request: https://projects.blender.org/blender/blender/pulls/108773
Ensure buffer read operations wait for pending GPU work to
complete. This is only required for unit tests, but required to
ensure correct results in all cases. Also adds support for staging
buffer if GPU memory type is private.
Buffer clearing routine added to support values above 1 byte.
The previous buffer clearing functionality using fillBuffer writes
values to each byte, rather than the full 32 bit uint used by the
GPU API.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108757
The graph editor has the function to hide the display of FCurves and to only draw keyframes on selected curves.
Both options were not respected when executing the frame jump operator,
meaning it would jump to potentially hidden keyframes.
This patch adds a new operator that is specific to the Graph Editor and that respects those features.
The only possible issue that could arise from this is a slight confusion for the user
why they behave differently between editors.
Especially with only the Graph Editor and the 3D view open.
In general I think it's an improvement and follows the "you can only modify what you see" mantra in blender
Also
Resolves#97701
Pull Request: https://projects.blender.org/blender/blender/pulls/108549
Issue here was that Quick Favorites use a property's **identifier** when
adding [which is the bare name without brackets etc. from id properties]
but when spawning the actual menu, `RNA_struct_find_property` expects
the identifier to already include the brackets to know these are id
properties (later on in `screen_user_menu_draw`).
So to solve this, now include the needed syntax when storing the
`bUserMenuItem_Prop` identfier.
Seems the quickest way to append the needed characters is using
`RNA_path_property_py` (not sure if there are better ways to do this).
Also note that we (need to) ignore the actual array index constructing
the string [always pass -1 here] since the index is handled separately [I
tested boolean arrays and these work].
Pull Request: https://projects.blender.org/blender/blender/pulls/108713
During uv unwrapping and uv packing, certain floating point algorithms
have extreme sensitivity to round-off errors. These can produce very
different layouts even when given inputs which are only slightly different.
The root cause is that the two main types of CPUs used to run Blender,
namely x86 and Apple Silicon, produce slightly different results on some
math functions, including `sinf()`, `cosf()` and `atan2f()`.
* sinf(0.8960554599761962890625) = 0.780868828296661376953125 (Intel i7)
* sinf(0.8960554599761962890625) = 0.78086888790130615234375 (Apple M1)
This fix, and others that came before it [0], improve accuracy by using
double-precision to hide the differences between the CPUs.
[0] e.g. 0eba9e41bf
[1] See also #107829