The animation player used abbreviations in confusing ways:
`wait2` with no `wait1`, `indicator` without noting what was indicated,
`fstep` & `sstep` terms also weren't all that obvious.
Use clearer & more verbose names.
In earlier design, retiming selection was managed outside of retiming
keys struct. This was changed to a flag of the retiming key struct.
Since moving of the transition deletes and re-creates keys, the
selection was lost. Selection is now re-established in
`seq_retiming_transition_offset()`.
After eda58d6419, multiply operation does not affect alpha channel, but
Some users do expect this feature present.
This adds option `multiply_alpha`, so that multiplication (in strip
color panel) will affect alpha channel as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/113791
Alternate fix for [0], a crash when a texture fails to load since this
seems to cause animation playback to fail on WIN32, see #113849.
While I can't redo the error, the main change was setting up
`immVertexFormat` before calling `ocio_transform_ibuf`.
[0]: 34899ec13d.
This reverts commit 34899ec13d.
This causes issues on WIN32 which I'm unable to reproduce.
Resolving the error with textures failing to load can be done with
fewer changes.
Changes to FontBLF initialization so that the cached fallback fonts,
which remain faceless until needed, get all required setup.
Otherwise they are not kerned and we also don't get metrics from them.
Pull Request: https://projects.blender.org/blender/blender/pulls/114018
Instead of calculating the expected insertion index for a customdata entry being moved, this implementation just records the initial layer indices so that it can compare them with the final indices to determine how the customdata entries need to be re-arranged.
Also simplifies the `add_layer` function and adds an implementation that just takes a `name` and adds a new layer with that name to the root group.
Pull Request: https://projects.blender.org/blender/blender/pulls/113962
This adds the keybindings, menu, and functionally for the edit mode transform operators to grease pencil v3.
The transform operation include:
* translate, rotate, scale, change opacity, change radius
Pull Request: https://projects.blender.org/blender/blender/pulls/111836
The repeat zone needs some special treatment during anonymous attribute
inferencing, because it propagates those attributes directly from the repeat
input to the repeat output node and vice versa.
Now the algorithm uses multiple passes if necessary to reach a stable
inferencing result.
Pull Request: https://projects.blender.org/blender/blender/pulls/113970
- Continue to reduce indentation
- Use more semantically correct processing for checking attribute
- Do cheap checks earlier
- Avoid redundant check when index mask is created anyway
It shouldn't be possible to retrieve a mutable interface item from
a const node tree. Unfortunately that means we have to duplicate
the accessor methods. Fortunately they are very small.
Avoid const for variables stored by value in structs/classes,
since that is redundant with the constness of the owner itself.
std::move a few strings that were missed before.
Instead of having two APIs (`find_layer_by_name` +
`find_layer_group_by_name`) replace them with a single API
`find_node_by_name`.
This returns a `TreeNode` but the caller can easily check if it's a
layer or a group.
winstuff.c got converted to .cc recently, and a merge was done of
#113674 from 4.0 which still was using C style code.
Small update in code style was required here.
Some of these devices are not capable of running >=4.0, due to issues
with Mesa's Compute Shaders and their D3D drivers.
This PR marks those GPUs as unsupported, and prints info to stdout.
A driver update will be available for 8cx Gen3 on the 17th October
from here:
https://www.qualcomm.com/products/mobile/snapdragon/pcs-and-tablets/snapdragon-8-series-mobile-compute-platforms/snapdragon-8cx-gen-3-compute-platform#Software
It will take longer via the standard MS Windows Update channels,
as there is certification, testing, etc required, but it is possible
to get the drivers, at least.
This issue applies even when using emulated x64.
If this does not get merged, all WoA devices will break with 4.0,
where older ones will just launch a grey screen and crash, and newer
ones will open, but scenes will not render correctly in Workbench.
These devices work by using Mesa's D3D12 Gallium driver ("GLOn12"),
which is why we have to read the DirectX driver version - the version
reported by OpenGL is the mesa version, which is independent of the
driver (which is the part with the bug).
Pull Request: https://projects.blender.org/blender/blender/pulls/113674
PR Introduces GPU_storagebuf_sync_to_host as an explicit routine to
flush GPU-resident storage buffer memory back to the host within the
GPU command stream.
The previous implmentation relied on implicit synchronization of
resources using OpenGL barriers which does not match the
paradigm of explicit APIs, where indiviaul resources may need
to be tracked.
This patch ensures GPU_storagebuf_read can be called without
stalling the GPU pipeline while work finishes executing. There are
two possible use cases:
1) If GPU_storagebuf_read is called AFTER an explicit call to
GPU_storagebuf_sync_to_host, the read will be synchronized.
If the dependent work is still executing on the GPU, the host
will stall until GPU work has completed and results are available.
2) If GPU_storagebuf_read is called WITHOUT an explicit call to
GPU_storagebuf_sync_to_host, the read will be asynchronous
and whatever memory is visible to the host at that time will be used.
(This is the same as assuming a sync event has already been signalled.)
This patch also addresses a gap in the Metal implementation where
there was missing read support for GPU-only storage buffers.
This routine now uses a staging buffer to copy results if no
host-visible buffer was available.
Reading from a GPU-only storage buffer will always stall
the host, as it is not possible to pre-flush results, as no
host-resident buffer is available.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/113456
- Adds the missing new RNA definitions
- Split settings panel into surface and volume
- Expose displacement and volume nodetree panels
- Rename `Cull Backfaces` to `Backface Culling`
for consistency
- Rename `use_backface_culling_probe` to
`lightprobe_volume_single_sided` for accuracy
and avoiding confusion as it is not a real
backface culling.
- Rename `Screen Space Refraction` to
`Raytrace Refraction` for accuracy.
Motivation is to make it closer to cycles now
that EEVEE is compatible with more features.
Pull Request: https://projects.blender.org/blender/blender/pulls/113971
This PR adds the following changes:
A single root is always set as default. After talking to Wave and
Spiff, we settled on root being the best default. Users who don't
want a single root prim inserted, can choose to clear the field
The root prim no longer requires the user to prefix the field with /.
It will implicitly insert that for them.
On export, the root_prim hierarchy is now defined all as Xform
instead of just the final prim in the path. Each prim also has
custom metadata added to show that it was generated by Blender.
This follows convention in other DCCs as well.
On import, the code now finds the hierarchy of generated prims
using that metadata. It then skips importing them. This means that
you can roundtrip hierarchies even with an inserted root.
Co-authored-by: Dhruv Govil <dgovil2@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113187
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014