During the strips redesign it was tested to go with drop shadows but
in practice and based on user feedback it looks better without.
- Remove drop shadow.
- Use white text for active/selected strips, black for unselected.
Pull Request: https://projects.blender.org/blender/blender/pulls/123487
EEVEE stores light probes using octahedral mapping. Compared to the previous
cubemap storage octahedral has less pixels. The 64x64 is becoming useless
and can be removed. This PR also enables generating light probe maps upto 4k.
Some issues were found: the offset of the sphere inside the atlas
was always set to mipmap level 0 offset. This was hidden because of the texture
wrapping. Also the offset was substracted from the local texture
coordinate when calculating the direction of the pixel. Might be that due
to the incorrect offset (mipmap level 0), the latter issue was never detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/123074
EEVEE stores light probes using octahedral mapping. Compared to the previous
cubemap storage octahedral has less pixels. The 64x64 is becoming useless
and can be removed. This PR also enables generating light probe maps upto 4k.
Some issues were found: the offset of the sphere inside the atlas
was always set to mipmap level 0 offset. This was hidden because of the texture
wrapping. Also the offset was substracted from the local texture
coordinate when calculating the direction of the pixel. Might be that due
to the incorrect offset (mipmap level 0), the latter issue was never detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/123074
Due to incorrect logic any multi viewport setup could be cleaned
when dynamic rendering begins. This patch moves the clearing
of the viewport/scissor setup when binding.
This issue fixes shadow rendering in EEVEE.
Pull Request: https://projects.blender.org/blender/blender/pulls/123484
Store library filepath so we can find the right datablock.
Tested to work with the brush assets project branch, as this
currently does not affect anything in main.
Pull Request: https://projects.blender.org/blender/blender/pulls/123449
`VK_EXT_shader_stencil_export` isn't supported by NVIDIA devices.
This extension was recently added to support EEVEE PBR layer selection.
This PR makes this extension optional and selects the work around
when not supported by the physical device.
Fixes#114385
Pull Request: https://projects.blender.org/blender/blender/pulls/123470
The approach taken here is to pass an optional `PropertySubType` parameter down
the call chain from `insert_key_layered_action()` and terminating at
`create_fcurve_for_channel()`, which uses it to determine the color mode for
new fcurves.
The parameter is optional to allow other callers (e.g. Python RNA functions)
to skip passing it, in which case any new fcurves will get the default rainbow
coloration.
Pull Request: https://projects.blender.org/blender/blender/pulls/123022
I found that `packedmap` is effectively unused when I worked on #123243.
The only function that wrote to it was `blo_make_packed_pointer_map`
and that is never called. Packed data already used the normal `datamap` as fallback.
Pull Request: https://projects.blender.org/blender/blender/pulls/123244
The offset was only 0.5 which centered the gather
sample exactly on the first pixel of the quad.
With floating point arithmetic differences on Nvidia
this lead to the wrong set of texture pixel being
fetched by gather.
Using the coordinate at the center of the quad fixes
the issue.
Fix#123262
With selected strips, it is not clear where one of them begins and another
ends since their outlines are right next to each other.
This changes strip look so that:
- All strips have consistent dark 1pt outline at the outer edge.
- Selected strips have 2pt highlight inside said outer edge.
- Selected strips also have a 1pt wide 33% opacity darker line inside the
selection highlight (and inside possible handles). To improve readability
in case strip content happens to be similar to selection/active color.
Images in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/123431
Vulkan backend has recently switched to a render graph approach. Many
code was left so we could develop the render graph beside the previous
implementation. Last week we removed the switch. This PR will remove
most of the unused code. There might be some left and will be removed
when detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/123422
The fill tool can take opacity into account ("Advanced" brush settings).
In that case any point with a total opacity lower than the threshold is
rendered as a transparent boundary.
This was still a hardcoded setting in the fill tool, now uses brush
settings.
Pull Request: https://projects.blender.org/blender/blender/pulls/123469
Remove some `nullptr` checks from an operator exec function, which are
unnecessary because the corresponding poll function already checks for
them.
No functional changes.
Prevent creating NLA strips from layered Actions via the 'Push Down'
operator.
Maybe in the future the NLA will support layered Actions (as a transitional
phase, before the NLA is replaced with layered Actions itself). For now,
it's better to create stable boundaries to prevent their use in the NLA.
When NLA support is being worked on, those boundaries can be removed again.
Pull Request: https://projects.blender.org/blender/blender/pulls/123467
Avoid logging actions about `action->idroot` not matching, when evaluating
the NLA and visiting a layered Action. Layered Actions are not limited to
a single data-block type, and so the code should ignore `action->idroot`.
Add layered Action support to `BKE_action_frame_range_calc()`, by
looping over all F-Curves of all Bindings in the Action.
Introduce `animrig::fcurves_all(action)`, which returns a vector of all
F-Curves in the Action, both for legacy and layered Actions.
No functional changes for legacy Actions.
Part of #118145.
Use the recently added utility for base mesh data, and for BMesh and
multires add a compromise that gets some benefits of simpler loops
but still avoids some duplication.
Also add move a recently added utility to only affect visible grid
vertices to the relevant header and reuse it. I expect this won't be a
permanent part of the API but for now it's better than duplicating
all the loops twice.
For base mesh sculpting, we already draw the original data instead of the
evaluated data, so the evaluated mesh doesn't have to be updated to
contain the new attribute. This is different from multires sculpting
because sculpt brushes and drawing only deal with the evaluated
SubdivCCG, not the original multires modifier data. Removing the
unnecessary update removes a noticeable pause when clearing and
adding a mask.
Part of #118145.
Use a utility for updating mask values and detecting changes and
pushing undo steps. Also use the attribute API for accessing color
attributes and pass flood fill data as arguments instead of a separate
struct.
Part of #118145.
There is more boilerplate now, but hot loops are generally simpler,
and I think we can reuse the structure for other operators that create
masks, similar to `vert_hide_update`.
This adds additional logic to `GreasePencil::rename_node` to rename
the strings in the modifier influence data.
This is similar to how `ED_armature_bone_rename` handles renaming of
strings.
Resolves#123321.
Pull Request: https://projects.blender.org/blender/blender/pulls/123365
Add-ons may attempt to load the GPU module in background mode when no GPU
context has been initialized yet. This would give an error on import.
If then later the GPU context does get initialized, for example for a
render engine, import would still fail as the module is cached.
This reverts commit d7f124f06f, and again
throws errors in methods and constructors instead of module import.
Pull Request: https://projects.blender.org/blender/blender/pulls/123395
This was previously attempted in #109518 and reverted in #112234. Now do
both the changes in the mesh and material export, and make it an option
in USD export. Hydra always renamed to "st" and continues to do it.
Fix#122800: Missing textures with MaterialX materials
Pull Request: https://projects.blender.org/blender/blender/pulls/123326
Currently, when color-picking from the viewport, the code will read the final
displayed pixel color and then somewhat attempt to undo the display transform.
However, this has several limitations - for example, precision is limited to 8
bit, and it does not account for e.g. View Transform or exposure/gamma.
Since we have the pre-display-transform color in a GPU texture anyways, this
code therefore adds a View3D-specific eyedropper handler (similar to e.g.
the image space) that reads from the viewport texture.
Pull Request: https://projects.blender.org/blender/blender/pulls/123408