A mistake in the recent ImBuf API refactor: the Libmv image accessor
was copying destination to destination (possibly using the wrong
number of channels as well).
Pull Request: https://projects.blender.org/blender/blender/pulls/108070
Resolves z-fighting blocking artifacts on faces due to limited
depth precision at certain camera positions. Depth bias
offsets the calculation enough without affecting display.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108048
Exiting with multiple overlapping windows (a file selector for e.g.)
reliably crashes.
Closing the windows on exit caused the the keyboard enter handler to be
called with a NULL window surface (wl_surface).
While this doesn't look to be documented anywhere, SDL's code-comments
note this happens when windows have just been closed.
GTK also check surfaces for NULL.
While strcpy is safe in this case, it's use requires extra scrutiny
and can cause problems if the strings are later translated.
Also move the ID code assignment into material_init_data
as the ID-code is more of an internal detail.
If there are no loose vertices or edges, it's basically free to
propagate that information to the result and save calculating
it later in case it's necessary. I observed a peformance increase
from 3.6 to 4.1 FPS when extruding a 1 million face grid.
Add a ensure_utf8 argument to WM_clipboard_text_get so callers don't
have to handle validation themselves.
Copying non-utf8 text into the Python console and buttons was possible,
causing invalid cursor position and a UnicodeDecodeError accessing
ConsoleLine.body from Python.
For File Browser "System" and "Volumes" lists, the item names cannot be
changed by users yet the tooltip says "Double click to rename". This PR
just removes that text for these non-editable lists.
Pull Request: https://projects.blender.org/blender/blender/pulls/106873
Used to be https://archive.blender.org/developer/D17123.
Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.
The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.
Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".
That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.
This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.
Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/104445
Since 44e4f077a9 and related commits, geometry nodes doesn't
try to hide the difference between real geometry data and instances from
the user. Other nodes were updated to only support real geometry, but
the "Mesh Boolean" node was never updated and still implicitly gathered
all the instances. This commit removes the special instance behavior in the
boolean node and adds realize instances nodes to keep existing behavior
in most cases. Typically this doesn't make a difference in the result,
though it could in the union mode for instance inputs. Shifting more of
the work to realizing instances should generally be better for
performance, since it's much faster.
Before 9f78530d80, the -1 coarse_edge_index values in the
foreach_edge calls would return false in BLI_BITMAP_TEST_BOOL,
which made them look like loose edges. BitSpan doesn't have this
problem, so the return for negative indices must be explicit.
The goal is to make it more explicit and centralized operation to
assign and steal buffer data, with proper ownership tracking.
The buffers and ownership flags are wrapped into their dedicated
structures now.
There should be no functional changes currently, it is a preparation
for allowing implicit sharing of the ImBuf buffers. Additionally, in
the future it is possible to more buffer-specific information (such
as color space) next to the buffer data itself. It is also possible
to clean up the allocation flags (IB_rect, ...) to give them more
clear naming and not have stored in the ImBuf->flags as they are only
needed for allocation.
The most dangerous part of this change is the change of byte buffer
data from `int*` to `uint8_t*`. In a lot of cases the byte buffer was
cast to `uchar*`, so those casts are now gone. But some code is
operating on `int*` so now there are casts in there. In practice this
should be fine, since we only support 64bit platforms, so allocations
are aligned. The real things to watch out for here is the fact that
allocation and offsetting from the byte buffer now need an explicit 4
channel multiplier.
Once everything is C++ it will be possible to simplify public
functions even further.
Pull Request: https://projects.blender.org/blender/blender/pulls/107609
Originally this function expanded to the home however on WIN32
functionality changed to return the default Documents directory & the
function was renamed. Always expand "~" to the users home directory
since that's what it represents when used at the beginning of a path.
Only make libdecor a hard-requirement for using Wayland in gnome-shell
when X11 is available, as it's possible to disable Xwayland.
This also fixes window-borders not being used in gnome-shell when
WITH_GHOST_X11 is off.
Now it's possible to test Blender under gnome without libdecor by
uninstalling libdecor & running with DISPLAY environment variable
set to an empty string - useful for troubleshooting issues which
could be caused by libdecor.
Code gen bugs can happen, ad usually they can be worked around
MSVC 17.6 is not one of those cases:
59% tests passed, 120 tests failed out of 296
There really is no other choice than to refuse to build with this
compiler. Alternates that CAN be used are both 17.5 and the current
17.7 preview builds.
Upstream tracking ticket kindly submitted by @deadpin :
https://developercommunity.visualstudio.com/t/vs176/10293729
If a compiler is released in the 17.6.x series that has the bug
fixed, we can contract the range of blacklisted compiler versions
to cover just the affected range, for now however all of 17.6 marked
bad
Remove six collection properties from Mesh that are redundant
with the attribute API which has a nicer API and more features.
- `vertex_layers_float`
- `vertex_layers_int`
- `vertex_layers_string`
- `polygon_layers_float`
- `polygon_layers_int`
- `polygon_layers_string`
Finish the transition from #95966 and fe38715600 by
writing files with the new format for meshes and some movie clip fields.
This removes overhead when saving files, and makes meshes saved in
files smaller (a file with a 1 million face grid changed from 32 to 28 MB).
3.6 can still read files saved with this format, but older versions will
crash. Older files are automatically converted by versioning code when
opened.
This also allows removing all the code that converts from the new
format to the legacy format, previously used when saving files.
Pull Request: https://projects.blender.org/blender/blender/pulls/108015
No user visible changes expected (since grid-views are only used in
branches right now).
This just makes grid view UIs feel more "stable" while scaling areas,
since things don't move around as much anymore. The tradeoff is that
there may be some empty space on the right, if there's not enough space
for a full column. This is how the file browser already behaves, and can
be mitigated by a smaller preview size.
The text under previews would be quite close to the preview, so that
there was more space below it than above. Center it vertically in the
available space now. Also, the horizontal padding was only applied to
the right side of the text rectangle, meaning horizontally centered text
would be too far left. Apply the padding equally, this doesn't affect
available space for the text too much.
See #108018 for before/after pictures.
Pull Request: https://projects.blender.org/blender/blender/pulls/108018
The highlighting of preview tiles would be too strong in asset view
templates and grid views (only used in branches so far). This is because
two buttons are overlayed on top of each other, and both would
highlight. Ensure the overlayed preview tile button doesn't use any
highlighting.
The UI list and asset view preview size calculations were out of sync,
so the UI list made more space than the preview actually used. Making
them match made the previews quite large though, so compensate that by
scaling the layout down.
Remove the related TODO comment, since this uses a common function for
getting the preview size now.
Before/after:
 
Pull Request: https://projects.blender.org/blender/blender/pulls/108017