Regression in [0] which would re-highlight gizmos when they had been
tagged for highlighting.
This caused highlighting to be recalculated unexpectedly while
blocking modal operators run that used a timer.
The timer events would be passed though to the gizmo handler which
then re-evaluated the highlighted gizmo based on the cursor position.
Resolve by skipping pass-through for gizmos.
[0]: f839847d3b4849425c3b06a52aae4361d384fea4
Object::actcol assignments from edit-mode data wasn't clamping
the index to the valid range. This caused an out of bounds read when
accessing Object::matbits.
While material indexes should typically be within the material bounds,
this isn't guaranteed. Selecting a face for example with a material
outside the range was crashing.
Add a utility function that sets the active material index to replace
existing inline checks.
Follow up to the fix for #139369.
This changes how tooltips for dragging multiple files are shown. this
shows an `Documents` icon and a counter of how many files are dragged.
When multiple files are dragged from Blender internal file browser,
this avoids showing the thumbnail of the file selected to start
dragging, if selection is unique this thumbnail will be visible.
Pull Request: https://projects.blender.org/blender/blender/pulls/136276
This is required to make ray differentials work correctly for OSL custom
cameras.
But it also lets us simplify the implementation, and makes the OSL
functionality more complete, such as implementing all noise types.
Pull Request: https://projects.blender.org/blender/blender/pulls/138161
Keep around the dummy BVH for lights, even if it serves no purpose for now.
Previously I assumed it was not needed, but there is some device specific
code that assumes it exists, and not much point trying to refactor that now
when in the future we actually want to create a BVH for lights.
Pull Request: https://projects.blender.org/blender/blender/pulls/139798
With these changes, we can now mark devices which are expected to work as
performant as possible, and devices which were not optimized for some reason.
For example, because the device was released after the Blender release,
making it impossible for developers to optimize for devices in already
released unchangeable code. This is primarily relevant for the LTS versions,
which are supported for two years and require proper communication about
optimization status for the new devices released during this time.
This is implemented for oneAPI devices. Other device types currently are
marked as optimized for compatibility with old behavior, but may implement
the same in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/139751
A small number of USD files in the wild contain invalid face index data
for some of their meshes. This leads to asserts in debug builds and
crashes for users in retail builds(sometimes). There is already an
import option to Validate Meshes but it turns out that we, and most
other importers, perform validation too late. We crash before getting to
that validate option (see notes).
This PR implements a cheap detection mechanism and will auto-fix if we
detect broken data. The detection may not find all types of bad data but
it will detect what is known to fail today for duplicate vertex indices.
We immediately validate/fix before loading in the rest of the data. The
downside is that this will mean no additional data will be loaded.
Normals, edge creases, velocities, UVs, and all other attributes will be
lost because the incoming data arrays will no longer align.
It should be noted also that Alembic has also chosen this approach. It's
check is significantly weaker though and can be improved separately if
needed.
If auto-fix is triggered, it will typically appear as one trace on the
terminal.
```
WARN (io.usd): <path...>\io\usd\intern\usd_reader_mesh.cc:684
read_mesh_sample: Invalid face data detected for mesh
'/degenerate/m_degenerate'. Automatic correction will be used.
```
A more general downside of these fixes is that this applies to each
frame of animated mesh data. The mesh will be fixed, and re-fixed, on
every frame update when the frame in question contains bad data.
For well-behaved USD scenes, the penalty for this check is between 2-4%.
For broken USD scenes, it depends on how many meshes need the fixup. In
the case of the Intel 4004 Moore Lane scene, the penalty is a 2.7x
slowdown in import time (4.5 s to 12.5 s).
Pull Request: https://projects.blender.org/blender/blender/pulls/138633
The checks and related warnings detecting usage of blendfiles generated
by newer versions of Blender were not fully behaving as expected for
libraries. In particular, opening an older main blendfile linking
against newer library ones would not always detect and report the
`has_forward_compatibility_issues` status properly.
Found out while working on 'longer ID names' compatibility PR for 4.5
(!139336).
Seems like only lz4 is used by openvdb. The zstd support were causing
runtime issues because of version mismatches with our other libraries.
In addition to this, blosc doesn't seem to properly link to static
libraries. The resulting static library has undefied symbols in it from
both zlib and zstd. This wasn't caught before as openvdb links to zlib.
Pull Request: https://projects.blender.org/blender/blender/pulls/139792
Compilation constants are constants defined in the create info.
They cannot be changed after the shader is created.
It is a replacement to macros with added type safety.
Reuse most of the logic from Specialization constants.
Pull Request: https://projects.blender.org/blender/blender/pulls/139703
The "All Libraries" library didn't free its assets correctly on refresh,
so the asset previews didn't refresh correctly either. That's because it
didn't forward the removal request to the asset library that actually
owns the asset. It only freed assets from its own storage, which is
always empty.
This might make refreshing the all library feel a little slower, since
previews are now refreshed too. But in general this is fairly fast still
and there's an optimization to only load visible previews too.
This adds a new function to query GPUtexture from an
Image datablock without actually creating them.
This allows to keep track of all the texture that
needs to be loaded and defer their loading in
end_sync. The texture are then only used in the
next sync. This is because we do not want to stage
the texture for drawing as it would require a
valid texture.
Multithreading is used to load the texture from disk
as soon as possible in a threaded way. It is still
blocking, but it is much faster (depending on
hardware).
Before (5.7s):
After (2.5s):
On Linux workstation: 2.28x speedup in texture loading
On M1 Backbook pro: 2.72x speedup in texture loading
This includes redraw overhead but it is not super significant.
Having a vector of all the textures to be loaded
will eventually be helpful in making the
texture uploading multi-threaded. Currently, it is
a bit difficult given the need of a valid GPUContext
per thread.
- [x] Bypass deffered loading on animated textures
- [x] Add throttling to only load a few textures per frame
- [x] Do not delay for viewport render
Pull Request: https://projects.blender.org/blender/blender/pulls/139644
Legacy curves can carry material information, and the fill material is
especially useful for grease pencil. This patch converts base color of
materials from legacy curves when converting to grease pencil.
Limitations:
- This patch does not take nodes material into account.
- Neither legacy curves nor grease pencil supports per-stroke fill
attribute yet, thus the converted grease pencil will be shown as
either all fills or all strokes, depends on the configuration in the
original legacy curve object.
Pull Request: https://projects.blender.org/blender/blender/pulls/139212
Apparently the vertex group list were missing when converting meshes to
grease pencil while all the attributes seems to be transferring just
fine. This is because of a missing `BKE_defgroup_copy_list` call. Now
all vertex group names show up correctly in the list after conversion.
Pull Request: https://projects.blender.org/blender/blender/pulls/139786
"Transfer Mesh Data" operator only works on meshes, however it's `poll`
call doesn't do complete checks for all selected objects because that
would be too slow. Now we add an error message when invalid objects are
encountered during data transfer (e.g. target object type is not mesh)
it will give a report to notify users that some errors have occured. So
there will be less confusion.
Pull Request: https://projects.blender.org/blender/blender/pulls/139568
In Geometry Nodes workspace, the viewport has a default value of 0.0
for `gpencil_vertex_paint_opacity`, this causes material preview to not
show proper vertex color even when strokes have color. Considering this
property is a bit obscure, setting a default value of 1.0 here makes
sense and it's also consistent with the rest of the viewport editors in
other workspaces.
Pull Request: https://projects.blender.org/blender/blender/pulls/139356
`blender::geometry::fillet_curves` should check for situations where empty
curves are passed in (this could happen in geometry nodes) and in those
cases it should not run.
Pull Request: https://projects.blender.org/blender/blender/pulls/139787
Add missing trailing backslash to BLENDER_DIR path in git submodule
update command to match the formatting used elsewhere in the script.
This prevents the following error when python is not found during
the update:
cannot change to .. submodule update lib/windows_x64': Invalid argument
Pull Request: https://projects.blender.org/blender/blender/pulls/139616
If the compilation subprocess crashes due to an internal driver error,
the end semaphore is never signaled and leaves Blender hanging.
This replaces the `decrement` calls with `try_decrement` and checks
every second if the subprocess is lost.
Additionally, if the issue comes from a broken binary, the crashes will
happen every time a Blender session tries to load it.
So now we store the shader hash in the shared memory before trying to
load the binary. If the subprocess is lost mid compilation, the main
process will delete the broken cached binary.
Pull Request: https://projects.blender.org/blender/blender/pulls/139747
In the render test suite there is an OSL folder that contains tests that
need OSL to function.
Previously due to some missed logic, the OptiX OSL test suite would not run
tests in that folder because part of the test code assumed that if you aren't
testing on a CPU, then your device doesn't support OSL.
This commit fixes this issue.
Along with this change, some logic was changed in preparation for allowing
OptiX OSL camera tests to run without OSL shading enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/139433
Objects inside `lc.collection->gobject / te_parent->subtree` are not
order according to ob-parent heirarchy. Due to this, some child
object tree elements are iterated before the parent inside
`make_object_parent_hierarchy_collections` while building the hierarchy.
This ignores the case for objects when they are in the different
collection (lets say "Collection2"), see `if(!found)`. To fix this,
store ordered list of object hierarchy in a Vector `ordered_objects`.
This way, the parent element is first added to collection2.
Then while iterating its child, `parent_ob_tree_elements` has more than
one elements (i.e. possible to add child object inside Collection2)
Also resolves#100393
Steps to Reproduce: Just open the .blend from above report
Alternative for !136872
Pull Request: https://projects.blender.org/blender/blender/pulls/136971
Previously, dragging the screenshot selection area beyond Blender's
window borders would cause a crash. This PR addresses that issue by:
- Clamping the selection area to valid window bounds
- Displaying an "Invalid screenshot area" error when the selection is invalid
Pull Request: https://projects.blender.org/blender/blender/pulls/139680
The Cryptomatte pick layer in the compositor is wrongly displayed due to
color management getting applied even though it is non color data. This
is because the non color meta-data member of viewer images was not set
if it was newels created. To fix this, we make sure it gets set in all
code paths for the viewer.
The Cryptomatte node fails to work for some animated images in certain
cases. That's because the auto refresh frame mechanism is not reliable.
To fix this, we use the context's frame to get Cryptomatte layers.
When selecting gizmo nodes using box selection, circle selection, or
lasso selection, the gizmos don't show in the viewport.
This is fixed by notifying that the gizmo nodes have been updated to
redraw the gizmos using `WM_event_add_notifier`.
Pull Request: https://projects.blender.org/blender/blender/pulls/139728
This PR changes loading of implicit vulkan layers. See #139543 where we
detected that there are vulkan layers installed on systems that try to
impersonate other software, but crashes when used in Blender.