This patch includes:
View vector fix for ortho back face.
Point on segment logic correction.
Better handling of boundary cases.
See review page for detailed description.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D13143
This change was introduced in 997b5fe45d, to not display pixelated
thumbnails. However when VSE timeline height is made smaller, this
limits strip height.
Change limit, so one strip can occupy full height of VSE timeline
It's valid for a node group connected to the modifier not to
have a geometry input, but I didn't consider that case
with the last change I made here, f3bdabbe24.
Differential Revision: https://developer.blender.org/D13231
The spline code, especially Bezier splines, often make use of lazily
evaluation and caching. In order to do that, they use mutex locks.
When multi-threading, this can lead to problems. Further detail
can be found in rBfcc844f8fbd0d1.
To fix the deadlock, isolate the task before multi-threading
when holding a lock.
Differential Revision: https://developer.blender.org/D13229
Fix a crash when a hair system's `ParticleSettings` ID datablock was
linked from another file but couldn't be found. This results in default
settings, with `type = PART_EMITTER`, where the particle data still has
a non-NULL `hair` pointer. Previously, copies of such a particle system
would NOT copy hair data for non-hair particle systems, hence the
pointer of the copy pointed to the original data, which got freed (at
least) twice upon closing the blend file.
This is now fixed by always copying the hair data, regardless of the
particle system type.
Reviewed by: mont29
Differential Revision: https://developer.blender.org/D13245
Add a new "experimental" debug option `show_asset_debug_info`, and use
that to determine the visibility of the active asset's catalog UUID and
simple name. Previously this was only determined by the "Developer
Extras" option, which meant it was visible in too many situations. It's
not really a "developer extra", and really just a debugging tool, so the
new option is more in line with its purpose.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13242
In 499dbb626a, the background color of drag tooltips were changed so
text becomes more readable. But multiple people were touching the same
code, so the disabled hint tooltips didn't get the same tweak. They
would benefit from them even more, since the red text is even harder to
read on the transparent background than the regular, white text.
Dispose of GHOST system paths when tearing down `BlendfileLoadingBaseTest`
and some other test cases. This prevents a memory leak.
A better solution would be to rework Blender's initialisation & teardown
structure, but that's outside the scope of this fix.
No functional changes to Blender.
While there is nothing technically that would cause issues when moving a
catalog into itself (it just changes the path of the catalog, and the
missing parent catalogs will be created), it seems broken to the user.
So disable this in the drag & drop code for asset catalogs.
Refreshing the assets requires `file_OT_asset_library_refresh` in the
asset browser, and `asset_OT_list_refresh` for the asset view. Both
are now done from `ASSET_OT_open_containing_blend_file`.
Python Operator templates made accessible from respective menus
(required to also use F3 search for quick access)
Also fixed Modal Draw Operator id_name (had duplicate name from other template)
Maniphest Tasks: T90866
Differential Revision: https://developer.blender.org/D13182
`ABCPointsWriter::is_supported` already checked for valid particle
system types (liquid, spray, foam, bubbles, ...).
`AbstractHierarchyIterator::make_writers_particle_systems` did not
create a writer for these though, so now bring these in line and also
create writers for these.
`v2d->tot` rect was set for backdrop drawing. Set range before drawing
scrollbars.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D13099
Some RNA properties and operators did not invalidate cache or did it
incorrectly.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13101
Issue was caused by incorrect FFmpeg asynchronous decoding API. In most
cases, decoder returns 1 frame each time it is fed by 1 packet. Here
decoder wanted to return more frames, but our code always expected only
one.
Before sending new packets to decoder, check if there are frames to
receive. If there are, process them, otherwise continue decoding as
usual.
Reviewed By: zeddb, sergey
Differential Revision: https://developer.blender.org/D13079
When proxy size lower than 100% is used, clip strips are rendered with
incorrect image size.
This is because if proxies aren't enabled in movieclip, it automatically
falls back on rendering original media. Sequencer doesn't have knowledge
about this and since 9c99292a16 it assumes that image is proxy,
because it explicitly requested this size.
Check movieclip flag to see if proxies are enabled.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13080
There were two issues:
- The third math node socket does not exist in old enough files.
- The comment incorrectly referred to the vector math node.
Differential Revision: https://developer.blender.org/D13219
Cause of this issue is that Custom Node Sockets info type was
initialized as SOCK_FLOAT when registering. Areas within the core that
would ignore custom socket types by checking its type would use the
socket as being a float type.
When custom node sockets have a property called default_value blender
tries to store it as an internal default value what failed in debug
builds.
This patch will set the socket type to SOCK_CUSTOM when registering a
custom socket type and allow, but skip storage of custom default values.
In this case the default values should already be stored as custom
properies.
Reviewed By: campbellbarton, JacquesLucke
Maniphest Tasks: T89260
Differential Revision: https://developer.blender.org/D13174
Previously, unique identifiers for sockets were created automatically,
sometimes using .001 and sometimes _001. Now they are created
manually with the second format, but some files were saved with .001
format. I think this was only an issue in the vector math node.
rBd845ba481c6d fixed this problem in 3.1, but in a more general way.
After I merge this patch to 3.1, I will revert it, since the versioning
added in that commit will make this redundant.
Differential Revision: https://developer.blender.org/D13209
The node does support curves, but only in index mode (see T88630)
So add a specific error message for the nearest mode, and let the
node support curves in the declaration.
Differential Revision: https://developer.blender.org/D13205
We need to increase GPU memory usage a bit. Unfortunately we can't get away
with writing either reflection or transmission passes because these BSDFs may
scatter in either direction but still must be in a fixed reflection or
transmission category to match up with the color passes.
Partially reverts commit rB440a3475b8f5410e5c41bfbed5ce82771b41356f because
"optixDenoiserComputeIntensity" does not currently support input images that are not packed (the
"pixelStrideInBytes" field is not zero). As a result the intensity calculation would take into account
data from other passes in the image, some of which was scaled by the number of samples still and
therefore produce widely incorrect results that then caused artifacts in the denoised image.
Maniphest Tasks: T93029
The UI was always drawing all buttons in a layout, no matter if they
were scrolled out of view (as in, outside of the visible part of the
region) or not. This means it's doing quite some work that can be
avoided.
UI drawing generally isn't a big bottleneck in Blender, so I don't
expect huge speedups from this. But while playing back animation, we do
redraw a fair bit of the UI, so in cases where there are many buttons
out of view, it may bring a little FPS boost. E.g. say in complex node
trees (the node editor is redrawn on animation playback in case there
are animated values that need updated UI feedback). This also mitigates
the issue in T92922 significantly.
Differential Revision: https://developer.blender.org/T92922
Reviewed by: Brecht Van Lommel
UI_GetThemeColorBlendShade4fv incorrectly changing alpha by the amount
of the shading offset.
See D9944 for more details.
Differential Revision: https://developer.blender.org/D9944
Reviewed by Hans Goudey
Blender 3.0 will only support single-frame Actions in the pose library.
The goal of this patch is to lay the groundwork for making it possible
for the Asset Browser to reject/hide "animation snippet" Action assets.
Determining whether an Action has one or more frames (i.e. whether it
has a single pose or animation) requires inspecting the Action itself,
and thus loading the data-block itself. This would make it impossible to
quickly determine from the asset browser.
To solve this, the Action is inspected before saving, and a
`"is_single_frame"` boolean (well, 0/1 integer) IDProperty is added.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D13202
Channel protection flags were only used in global mode,
this doesn't make any sense, especially for rotation and scale.
Follow pose-bones, only using protection flags for
local & gimbal orientation.
The root of the problem lies in bug in OIIO which we can work around
from our side (which does not affect pack memory usage).
Thanks Brecht for finding the root cause!
Differential Revision: https://developer.blender.org/D13186
When the file browser is in asset browser mode, it sets the callback
`filelist->prepare_filter_fn` to an asset browser specific function. This
function will segfault if there is no current asset library. Switching back
from asset browser to file browser would not reset that callback to
`NULL`, causing it to be called and crash Blender. This is now fixed.
Adds a method to profiler that can be used to check if it is active.
This is used to determine if stop_profiling and start_profiling
should be called.
| patch | Juans Scene UI 256 samples | Juans Scene bg 256 samples | junkshop UI | junkshop bg |
| No patch | 6:16.59 | 4:05.37 | 2:08.48 | 1:59.7 |
| D13187 | 4:12.15 | 3:57.36 | 2:07.25 | 1:58.16 |
| D13185 | 4.11.18 |3:54.74 | 2:07.44 | 1:58.03 |
| D13190 | 4:12.39 | 3:55.42 | 2:07.62 | 1:58.68 |
UI - means rendered from within Blender
bg - means rendered from the command line using ##blender -b scene.blend -f 1##
Reviewed By: sergey, brecht
Maniphest Tasks: T92601
Differential Revision: https://developer.blender.org/D13190