Some ID types did not have a filter value, even though they would be
used in remapping code, leading to missing remappings. In that specific
case, shape keys would actually never be properly remapped.
Reproducible in r1230 of
`Heist/pro/animation_test/einar/einar_new_expression_shapes2.blend`,
When dealing with 'embedded' IDs (and the like, e.g. shape keys),
liboverride code could fail in case the reference linked data (e.g. a
mesh) would not have a shapekey anymore, while the override mesh would
still have one.
Found while investigating another issue in Heist production file
`Heist/pro/animation_test/einar/einar_new_expression_shapes2.blend`,
r1230.
Adds a better name that describes when it is used.
The GPU_SHADER_BUILDER is a buildtime tool for developers
to pre-validate GLSL (and in the overseen future pre-compile to
SpirV). We don't see that this needs to become a required
step in the future so WITH_GPU_BUILDTIME_SHADER_BUILDER
is more descriptive name.
Linking GPU shader builder requires stubs for many functions of the USD library.
We don't want to rely on other modules to update the stubs for a tool that
is only used by GPU developers.
This patch raises an error when both WITH_GPU_SHADER_BUILDER and WITH_USD are
enabled. This reduces the maintenance of updating the stubs when USD API changes.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D15422
They are not strictly needed for compilation and disabling them makes
the compiler more portable without any special trickery.
This change aimed to solve problem which currently happens on the API
documentation build which does not have terminfo installed, but needs
to compile Cycles.
Note that the DPC++ is to be re-compiled.
Note there is a bug in BKE_object_is_visible_in_viewport, it
returns false when the object is in local mode.
The transform operator poll should do a similar test. That
would allow us to move the test from sculpt_brush_strok_invoke
to SCULPT_mode_poll (at the moment we cannot do this due to
the brush operator falling through to the translate keymap
item in global view3d keymap).
This patch fixes naming and renaming issue with dot-dash modifier segment list.
Before: when double clicking and exiting it would append
number at the end regardless of name being changed or not.
Now it works like in other areas.
Authored by: Aleš Jelovčan (frogstomp)
Reviewed By: YimingWu (NicksBest)
Differential Revision: https://developer.blender.org/D15359
The face merging code in exact boolean made an assumption that
the tesselated original face was manifold except at the boundaries.
This should be true but sometimes (e.g., if the input faces have
self-intersection, as happens in the example), it is not.
This commit makes face merging tolerant of such a situation.
It might leave some stray edges from triangulation, but it should
only happen if the input is malformed.
Note: the input may be malformed if there were previous booleans
in the stack, since snapping the exact result to float coordinates
is not guaranteed to leave the mesh without defects.
The importer code was written under incorrect assumption that vertex
data (v, vn, vt commands etc.) are grouped by object, i.e. follow the
o command, and that each object has its own vertex data commands. This
is not the case -- all the vertex data in the whole OBJ file is
"global", with no relation to any objects/groups; it's just that the
faces belong to the object, and then they pull in any vertices they
like.
This patch fixes this incorrect assumption in the importer:
- Vertex data is now properly global; no need to track some sort of
"offsets" per object like it was doing before.
- For each object, face definitions track the minimum & maximum vertex
indices referenced by the object, and then all that vertex range is
created in the final Blender object. Note: it might be (unusual, but
possible) that an object does not reference a sequential range of
vertices, e.g. just a single face with vertex indices 1, 10, 100 --
the resulting Blender mesh will have all the 100 vertices (some
"loose" without belonging to a face). It should be possible to track
the used vertices exactly (e.g. with a vector set), but I haven't
done that for performance reasons.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D15410
Address the issue by re-working line continuation handling: stop
trying to parse sequences like "backslash, newline" (which is the
bug: it should also handle "backslash, possible whitespace, newline")
during parsing. Instead, fixup line continuations after reading chunks
of input file data - turn backslash and the following newline into
spaces. The rest of parsing code does not have to be aware of them
at all then.
Makes the file attached to T99536 load correctly now. Also will extend
one of the test files in subversion tests repo to contain backslashes
followed by newlines.
Simplify logic for initializing the wl_buffer, ensure the cursors
custom data is never heft in a half initialized state.
Also remove the need for multiple calls to close when handling errors.
Rename the thumbnail size from Regular to Medium since it's the typical
way to refer to sizing in American English
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D15305
In some cases it is mandatory to be able to hide parts of the mesh
in order to paint certain areas. The Mask modifier doesn't work in
weight paint, and edit mode hiding requires using selection, which
is not always convenient.
This makes the weight and vertex paint modes always respect edit mode
hiding like sculpt mode. The change in behavior affects drawing and
building paint PBVH. Thus it affects brushes, but not menu operators
like Smooth or Normalize.
In addition, this makes the Alt-H shortcut available even without
any selection enabled, and implements Hide for vertex selection.
Differential Revision: https://developer.blender.org/D14163
This was caused by strip content length and start position being
incorrect. Previously this was set from strip boundary by update
function, but it was removed.
Add back code to set effect strip start and length.
Previously content length was always 1 for effects, but now it must
correspond to strip length. Because of this workaround for speed effect
to get this apparent content length was removed.
To avoid Cycles not showing any hair by default, and to avoid very slow render
due to many overlaps with the previous 1 meter default in the node.
Fixes T97584, T99319
Differential Revision: https://developer.blender.org/D15405
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is
accessible from RNA and C code. The second is implemented with `GeometryComponent`
and is only accessible in C++ code. The second is widely used, but only being
accessible through the `GeometrySet` API makes it awkward to use, and even impossible
for types that don't correspond directly to a geometry component like `CurvesGeometry`.
This patch adds a new attribute API, designed to replace the `GeometryComponent`
attribute API now, and to eventually replace or be the basis of the other one.
The basic idea is that there is an `AttributeAccessor` class that allows code to
interact with a set of attributes owned by some geometry. The accessor itself has
no ownership. `AttributeAccessor` is a simple type that can be passed around by
value. That makes it easy to return it from functions and to store it in containers.
For const-correctness, there is also a `MutableAttributeAccessor` that allows
changing individual and can add or remove attributes.
Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer
to the owner of the attribute data. The second is a pointer to a struct with
function pointers, that is similar to a virtual function table. The functions
know how to access attributes on the owner.
The actual attribute access for geometries is still implemented with the `AttributeProvider`
pattern, which makes it easy to support different sources of attributes on a
geometry and simplifies dealing with built-in attributes.
There are different ways to get an attribute accessor for a geometry:
* `GeometryComponent.attributes()`
* `CurvesGeometry.attributes()`
* `bke::mesh_attributes(const Mesh &)`
* `bke::pointcloud_attributes(const PointCloud &)`
All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`.
Differential Revision: https://developer.blender.org/D15280
Allows to put libraries which are always needed by Blender into the
lib/ folder and not worry about OpenGL libraries picked up from there.
Currently no functional changes as we do not yet have dynamic libraries
which we load at startup. It allows to use direct linking of oneAPI
Cycles device (see D15397), also it is something which would need to
happen to support USD/Hydra/TBB compiler as dynamic libraries in the
future.
Differential Revision: https://developer.blender.org/D15403
with a very high min-driver version requirement, placeholder until JIT
CentOS runtime compilation issue gets fixed in a defined version.
min-driver version check can be worked around by setting
CYCLES_ONEAPI_ALL_DEVICES environment variable.
Similar to 1a6d0ec71c which changed the mesh boolean node (and
also caused this bug), this commit changes the material mapping for the
exact mode of the boolean modifier. Now the result should contain any
material on the faces of the input objects (including materials linked
to objects and meshes). The improvement is possible because materials
can be changed during evaluation (as of 1a81d268a1).
Differential Revision: https://developer.blender.org/D15365
Curves that are attached to a surface can now follow the surface when
it is modified using shape keys or modifiers (but not when the original
surface is deformed in edit or sculpt mode).
The surface is allowed to be changed in any way that keeps uv maps
intact. So deformation is allowed, but also some topology changes like
subdivision.
The following features are added:
* A new `Deform Curves on Surface` node, which deforms curves with
attachment information based on the surface object and uv map set
in the properties panel.
* A new `Add Rest Position` checkbox in the shape keys panel. When checked,
a new `rest_position` vector attribute is added to the mesh before shape
keys and modifiers are applied. This is necessary to support proper
deformation of the curves, but can also be used for other purposes.
* The `Add > Curve > Empty Hair` operator now sets up a simple geometry
nodes setup that deforms the hair. It also makes sure that the rest
position attribute is added to the surface.
* A new `Object (Attach Curves to Surface)` operator in the `Set Parent To`
(ctrl+P) menu, which attaches existing curves to the surface and sets the
surface object as parent.
Limitations:
* Sculpting the procedurally deformed curves will be implemented separately.
* The `Deform Curves on Surface` node is not generic and can only be used
for one specific purpose currently. We plan to generalize this more in the
future by adding support by exposing more inputs and/or by turning it into
a node group.
Differential Revision: https://developer.blender.org/D14864
Blender would crash when a file was saved where the tool settings is
set to paint on a single image (3d texture painting).
Reason is that the selected image memory address wasn't updated
when the new address.
This patch adds (selected/active) outline around a curve object in object mode.
{F13270680}
In the past the draw bounds option was enabled for any curve objects. With this
patch it isn't needed and will be disabled.
In the future the curve outline could also be enabled to improve GPU selection.
Reviewed By: dfelinto, HooglyBoogly, fclem
Maniphest Tasks: T95933
Differential Revision: https://developer.blender.org/D15308
Add logging to all Wayland listener callbacks as it can be difficult
to detect the cause of problems.
Using break-points often isn't practical for debugging interactive
windowing / compositor issues
Logging needs to be enabled on the command line, e.g:
blender --log "ghost.wl.*" --log-level 2 --log-show-basename
Add macros from BLI_utildefines, mainly to avoid that avoid repetition
(ELEM, UNPACK*, CLAMP* & ARRAY_SIZE).
Also add macros LIKELY/UNLIKELY as there are quiet a lot of checks
for unlikely situations for GHOST/Wayland (not having a keyboard,
or mouse for e.g.).
It's helpful to make the separation of legacy data formats explicit,
because it declutters actively changed code and makes it clear which
areas do not follow Blender's current design. In this case I separated
the `MFace`/"tessface" conversion code into a separate blenkernel
.cc file and header. This also makes refactoring to remove these
functions simpler because they're easier to find.
In the future, conversions to the `MLoopUV` type and `MVert`
can be implemented here for the same reasons (see T95965).
Differential Revision: https://developer.blender.org/D15396