Activating render region while using the CPU compositor produces corrupt
output for areas outside of the region when using the File Output node.
That's because the Full Frame compositor ignored nodes' render_border
flag, so the areas of interest of nodes that didn't consider render
border like the File Output were corrupt, producing uninitialized
outputs.
To fix this, we just consider the render_border flag when determining
output areas for output nodes in the Full Frame compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/128546
The Legacy Cryptomatte node doesn't work in GPU execution mode if
Precision is set to Auto. That's because the colors picked from the Pick
layer might be in half precision and thus will not match the colors in
the Cryptomatte layers. This is due to the compositor using the
context's precision for Viewer outputs as opposed to the precision of
the image that actually needs to be viewed in the Viewer node.
To fix this, we set the Viewer node precision to be the precision of its
input, that way, the Cryptomatte pick layer will be output in full
precision as intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/128495
When opeing the 2D Animation template, there was a UI error:
`AttributeError: 'Context' object has not attribute 'grease_pencil'`
This was because the context function `grease_pencil` was missing.
The fix adds this function.
Pull Request: https://projects.blender.org/blender/blender/pulls/128580
There was a bug where vertex colors were not shown in solid view in
draw or vertex paint mode. The check to use `V3D_SHADING_VERTEX_COLOR`
was outdated and checked the wrong mode flags.
The fix makes sure that we use `V3D_SHADING_VERTEX_COLOR` in
draw and vertex paint mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/128581
Removes many of the operators, panels, and menus used exclusively by Grease Pencil v2 that are no longer needed in v3.
No functional changes are expected.
Some operators are still used by the annotations system and have to be kept around. These may be renamed in future.
Pull Request: https://projects.blender.org/blender/blender/pulls/128521
The armature shape drawing was broken on NVIDIA. The reason is that not
all the elements in of the geometry shader out stages are written to. On
NVIDIA platforms this leads to not storing all the output data.
This could be that geometry shader on those plaforms write directly to
the final location in GPU memory. Other platforms might keep the data in
a local registry and copy it to the final location when emitting the
vertex.
Blender 4.4 might not have this issue as overlay next will remove the
need of the geometry shader.
From Khronos GLSL spec:
```
GS code writes all of the output values for a vertex, then calls EmitVertex().
This tells the system to write those output values to where ever it is that
output vertices get written. After calling this function, all output variables
contain undefined values. So you will need to write to them all again before
emitting the next vertex (if there is a next vertex).
```
Pull Request: https://projects.blender.org/blender/blender/pulls/128578
After feedback from the brush assets, we want to not only set the
default visibility, but also remember the visibility per mode. This way
we can keep the shelf hidden in modes where there's only one bundled
brush per available tool. While having these tools support brushes can
be useful, we don't expect to bundle more brushes soon. So to avoid a
mostly empy asset shelf for a single brush, allow keeping the shelf
hidden in these modes unless the user expands it. The following commit
will set the default visibility for these modes.
More strictly speaking this is entirely context sensitive, not just per
mode, but with current shelf types is practically per mode.
Related to #126974, which removed command reordering due to some
EEVEE/framebuffer requirements. However buffer can still be reordered
without any artifacts.
Update buffers are common operations and are often isolated; safe to
move them outside the rendering scope.
Pull Request: https://projects.blender.org/blender/blender/pulls/128538
Layer panel (also mask/ transform etc.) and other operators are gone
when properties tab is pinned and gpv3 object is non-active.
To fix this, get grease pencil pointer from `button_context()`
(done in `grease_pencil_context()`).
Continuation of cd476226d8
Pull Request: https://projects.blender.org/blender/blender/pulls/128475
This adds an option `all_keyframes` to the `object.modifier_apply` operator.
With the option enabled, the operator will iterate through all the keyframes,
then apply the modifier and merge the result back into the original
object. This is only done for Grease Pencil objects.
This is how the default `Apply` operation worked in GPv2. This adds the
functionality back but also keeps the current `Apply` behavior for consistency
with other object types.
The UI is also changed to show both options in the dropdown menu.
Again, this is only shown for Grease Pencil objects.
With Geometry Nodes it's possible to add new layers to the geometry.
When applying, this will create a single keyframe on the first frame of
evaluation. Layers with duplicated names in evaluated geometry will
be deduplicated. It's also possible to have layers with empty names.
When applying these get renamed to `Layer` (and `Layer.001` etc.
when such a layer already exists in the original geometry).
Pull Request: https://projects.blender.org/blender/blender/pulls/128487
The poll function of the Grease Pencil edit undo system was changed by accident to include other
object modes like sculpt mode as well. In the other modes, undo steps wouldn't be created correctly.
Instead, fix the poll function to only allow the Grease Pencil undo system to take over in edit mode.
In all other modes fall back to the global undo system.
Fixes#128566 as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/128573
On NVIDIA drivers it is not allowed to pass buffers directly from the
interface to a function as the qualifiers do not match. This is commonly
fixed by first storing it in a local variable to remove the qualifiers
and then pass it to the function that need the object.
Pull Request: https://projects.blender.org/blender/blender/pulls/128571
There are a couple of keymap entries for `OUTLINER_OT_item_activate` in
our keymap. One of them has Ctrl+dblclick as a binding to trigger
recursion, but that one exits early when not dblclicking on the icon.
(introduced in 796577d76e)
It does not exit in a way that the non-dblclick variant can run, for
that we need to exit with OPERATOR_PASS_THROUGH, so that the "other"
operator can run as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/121130
Missing depsgraph tagging the clip.
(elsewhere this area of the code uses 0 as the flag, but I assume using
a proper flag is preferred? using `ID_RECALC_SYNC_TO_EVAL` in this
PR...)
Pull Request: https://projects.blender.org/blender/blender/pulls/128527
In multi-edit mode, the select non-manifold function would exit with
an error if any mesh was in face mode.
While in practice the mode is synced between meshes, it's possible for
them to get out of sync with multiple scenes.
Editing in the middle of a loop on all edit-objects would change their
selection based on the internal order, leaving some unhandled,
returning canceled even though changes where made.
Resolve by checking the selection mode in the operators poll function,
then ensure all edit-meshes selection modes match the active object.
BLI_scanfill could remove edges later needed for feathering,
although this would only occur in specific cases.
Resolve by storing edges before triangle filling.
Duplicate was setting the last-duplicated spline as active,
leaving the active vertex set to the original (non-duplicated) spline.
This caused the active spline/point to get out of sync,
while not an error - it is confusing and should be avoided.
Now the active spline & point are duplicated,
matching active behavior elsewhere (objects for e.g.).
The active vertex was only cleared when it was part of the active-spline
(which isn't guaranteed).
Duplicating & deleting left the active vertex pointing to freed memory.
An unsigned int was used for pointer offset calculation which could wrap
around, for large values or when pointer being checked is from a
different allocation.
USD has the concept of material "purposes" which allows different
materials to be associated for a prim and gives special meaning to them.
These are somewhat similar to display purposes, which we already allow
to be chosen, but are distinct concepts. This PR adds an option for
Import allowing the user to chose which material purpose to load.
Blender currently attempts to load purposes automatically. It starts
with "allPurpose" and then moves to "preview" and "full" in that order.
This behavior is now changed and the automated search is removed to
instead give the user control which purpose to load. Additionally, USD
already has its own fallback behavior during material resolution[1]:
- When given "full" it will first check "full" and fallback to
"allPurpose" if not found. An additional, Blender-specific fallback
to "preview" is also implemented here upon request.
- When given "preview" it will first check "preview" and fallback to
"allPurpose" if not found
- When given "allPurpose", it will only check "allPurpose"
I have opt'd to keep this behavior directly as-is to not introduce
differences that may surprise those already familiar with USD elsewhere.
Additionally, I've set Blender's default import purpose to "full" to
ensure we're loading in the highest quality assets first. Though this
has the obvious risk that "full" assets tend to be quite heavy. We can
change to "preview" if this proves too problematic later.
This does not change how Blender exports materials. Blender always uses
the "allPurpose" binding when writing its USD files.
--------
[1] USD docs:
https://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#detailshttps://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#UsdShadeMaterialBindingAPI_MaterialResolution
Pull Request: https://projects.blender.org/blender/blender/pulls/128206
The asset previews were a little smaller than in comparable popups,
leading to a lot of truncation in the asset names. Increasing the size
mitigates this quite a bit, plus previews get more readable. 3355ca3813
increased the size of the popup so there's more space to put the now
bigger previews in.
Part of the brush assets followups:
ihttps://projects.blender.org/blender/blender/issues/116337
Increasing the width of the popup makes it show more assets on the
screen and reduces the need to scroll in bigger asset libraries. Plus,
in a follow-up commit the size of previews will be increased so that
there's more space to display the full name. Makes sense to increase the
popup size together with that, so a similar amount of assets can remain
visible still.
Increasing the size means it's more likely to overflow the window, so
this also makes sure the popup is clamped nicely by the window size.
Part of: https://projects.blender.org/blender/blender/issues/128066
Adds a "Filter by Active Tool" option for the brush asset shelves,
enabled by default. If enabled, the asset shelf only shows brushes
matching the brush type of the current tool. If the general "Brush" tool
is active, only brushes that are not covered by another tool are
displayed. The popup brush selector always shows all assets.
The option is stored in the Preferences, toggled in the "Display
Settings" popover of the asset shelf.
Note: This is committed to the 4.3 release branch, which was discussed
in advance.
Pull Request: https://projects.blender.org/blender/blender/pulls/128450
This adds a function `layer.frames.move(from_frame_number, to_frame_number)`.
The function will move any keyframe starting at `from_frame_number` to
`to_frame_number`. If there already is a frame at `to_frame_number`
the function will fail and return an error.
Pull Request: https://projects.blender.org/blender/blender/pulls/128544
This adds feature parity with Cycles regarding light and shadow liking.
Technically, this extends the GBuffer header to 32 bits, and uses
the top bits to store the object's light set membership index.
The same index is also added to `ObjectInfo` in place of padding bytes.
For shadow linking, the shadow blocker sets bitmask is stored per
tilemap. It is then used during the GPU culling phase to cull objects
that do not belong to the shadow's sets.
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/127514
The radial controls to set the brush size were not working in sculpt and
vertex paint mode.
This was because of a collision with the `cyclical_set` operator in edit mode.
The issue was that the poll function for the edit mode keymaps also
passed in sculpt and vertex paint mode.
To solve this, add a keymap for these common selection operators and
separate them from the general edit mode keymap.
Pull Request: https://projects.blender.org/blender/blender/pulls/128542
The Fog Glow Glare node produces corrupt images for large inputs in GPU
mode. That's due to a typo where the number of channels was declared as
a float as opposed to an integer, causing rounding errors in indexing
statements.
Caused by ba28469e45.
The `total_size()` function excludes the start offset now, which meant
that the `dst_curve_num` and `dst_point_num` were off.
The fix makes sure to include the src curves and points totals in the
destination if `keep_original` is true.
Pull Request: https://projects.blender.org/blender/blender/pulls/128523
This should free up references to GPv2 types and operators and should
in turn make their removal easier.
- Remove keymaps for GPv2 operators from `blender_default.py` and
`industry_compatible_data.py`
- Remove keymap poll callback assignment from `gpencil_ops.cc`
- Remove keymap handler registration from `area.cc:ed_default_handlers`
Pull Request: https://projects.blender.org/blender/blender/pulls/128480
The metal backend assumes that textures can always be allocated. When
metal later detects that the texture cannot be 'baked' it leads to
undesired behavior as Blender think it has a texture with memory
allocated.
This PR only changes the GPU_TEXTURE_3D case as that leads to issues
when loading large voluetric data. Arrayed textures will still fail
as that requires different checks to be added. I rather re-view the
current implementation in the future.
> NOTE: The max depth is hardcoded to 2048
Change should be backported to 4.2
Pull Request: https://projects.blender.org/blender/blender/pulls/128365
When using AMD pro-drivers the limits reported of the device can be
`UINT_MAX` but are stored in int fields. In this case the limits would
become negative and GPU materials validation failed resulting into errors.
This is fixed by clamping the value to `INT_MAX`.
Pull Request: https://projects.blender.org/blender/blender/pulls/128437
The crash was caused by infinite recursion. When recursing into sub-strips
of an NLA strip, it helps to actually recurse with the pointer to that
sub-strip.
Pull Request: https://projects.blender.org/blender/blender/pulls/128492
Make the RNA property `prefs.experimental.use_animation_baklava` read-only
when Blender was built without experimental features.
This reverts parts of b46e2e6300, which
completely removed the flag. That was a bit over-zealous, as there is still
Python code that checks it. Now it always stays `False` on non-experimental
builds.
Pull Request: https://projects.blender.org/blender/blender/pulls/128494
Remove the box select tool from the timeline to simplify selection
logic, avoid confusion for users, and make maintaining the code
easier in the future. It also brings the selection system closer
to other industry-standard NLEs.
It also fixes an issue caused by d2091b4b1.
More details in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/128051