When building an ASAN build, I get this link error currently:
```
ld.lld: error: version script assignment of 'global' to symbol '__progname' failed: symbol not defined
ld.lld: error: version script assignment of 'global' to symbol 'environ' failed: symbol not defined
```
The solution (as proposed by Brecht) is to change the symbol names into patterns with a wildcard.
That way the linker does not fail when the symbols are not found.
Pull Request: https://projects.blender.org/blender/blender/pulls/137153
Adds field versions of the operations from Attribute Statistic, can
support grouping via Group IDs. These operations are added as separate
nodes: `Field Average`, `Field Min & Max`, & `Field Variance` which
group the different statistic operations according to their use.
Supported Data Types:
- Field Average - (Float, Vector)
- Field Min & Max - (Float, Integer, Vector)
- Field Variance - (Float, Vector)
Pull Request: https://projects.blender.org/blender/blender/pulls/134640
The capitals were only used for API compatibility when the add menu
was first added, they're not needed for new menus. Better to avoid
since they're non-standard for menu names.
When releasing a mesh from a `GeometrySet` one has to take manual control over
owner-management. In some cases, the geometry set was not the owner of the mesh,
but was just referencing it. This is generally fine in a limited set of
circumstances and can avoid copies. However, when taking ownership of the mesh
in the geometry set, one has to be sure that the geometry set actually has
ownership.
This is similar to what is done in e.g. `modifier_modify_mesh_and_geometry_set`.
Pull Request: https://projects.blender.org/blender/blender/pulls/137150
Adds a new node to set the Grease Pencil depth ordering.
Here are the options:
* 2D Layers: Uses the Layer order + Stroke order to calculate the depth ordering.
* 3D Location: Uses the 3D position of the points as the depth.
This reflects the same setting that is available in the Grease Pencil
object-data properties.
The node is added to the `Grease Pencil` > `Write` menu.
Resolves#129458.
Pull Request: https://projects.blender.org/blender/blender/pulls/135914
This PR add support to use a win32 handle to perform share render
result with the OpenXR vulkan instance. This is only possible when
the GPU matches. Otherwise a CPU roundtrip will be performed.
Pull Request: https://projects.blender.org/blender/blender/pulls/137093
Commit be63ebd961
This is causing issues with CUDA kernel compilation in some setups, even
though the builbot is ok. Since this isn't yet working for oneAPI anyway,
revert all the changes to Cycles kernel compilation for now.
Includes win32 specific extensions definitions when including
`vk_common.hh`. Inside `gpu_context.cc` vulkan needs to be
included before opengl, otherwise windows 10 builders will
report a warning.
```
[6421/7520] Building CXX object source\blender\gpu\CMakeFiles\bf_gpu.dir\intern\gpu_context.cc.obj
C:\Program Files (x86)\Windows Kits\10\include\10.0.19041.0\shared\minwindef.h(130): warning C4005: 'APIENTRY': macro redefinition
C:\Users\blender\git\blender-vexp\blender.git\lib\windows_x64\epoxy\include\epoxy/gl.h(59): note: see previous definition of 'APIENTRY'
```
Pull Request: https://projects.blender.org/blender/blender/pulls/137134
In the OpenXR/Vulkan specs it is mentioned that the swapchain layout
should be set to optimal color attachment. This wasn't the case and
could lead to validation errors.
Also fixes a memory size validation error. Not concerning as it was
abount already backed memory.
Pull Request: https://projects.blender.org/blender/blender/pulls/137143
This only worked for Ubuntu's discontinued Unity desktop.
Even though `libunity.so` can be used outside of Unity,
it's no longer actively developed.
Ref: !137128
When using SteamVR without starting SteamVR, the physical device cannot
be found. This isn't reported to the user nicely. This change will
tell the user why OpenXR couldn't be started.
Note that the physical device can be created when SteamVR has already
launched. OpenGL will start SteamVR automatically, but seems Vulkan
isn't able to do that.
Make the 'Available' keying set look at the F-Curves for the assigned
slot, instead of the backward-compatible API (which only sees the F-Curves
for the first slot).
Pull Request: https://projects.blender.org/blender/blender/pulls/137131
Remove the space-padding from the channel name in the Debug Channel List
operator.
This is a follow-up commit after !137105, to present things a little
cleaner.
Expand the "Debug Channel List" operator so that it also shows the channel
settings. The setting name is printed in ALL-CAPS if it is on, and in
lower case letters when it is off.
Note that this operator is only available in debug builds of Blender.
Pull Request: https://projects.blender.org/blender/blender/pulls/137105
Support rendering to BMP images with alpha since OIIO supports this.
This was likely left disabled from when Blender's own BMP I/O didn't
support alpha.
Ref !137123
Remove full-screen support from GHOST API's.
Note that this only had back-end implements for X11 and WIN32.
This was last used for the Game Engine to run games full-screen,
removing as it's unused and it doesn't seem likely to be used in the
future.
This doesn't impact making Blender full-screen from the window menu
which uses a window decoration setting.
Ref: !137050
The gaps between editors need to be selected and manipulated in order
to resize areas. How wide these need to be depends on the accuracy and
resolution of your pointing device. And also on the fine motor control
and visual acuity of the user. If you are using a tablet pen, touch
device, or are visually or physically challenged, then you need these
gaps to be wider. This PR allows a wide latitude in this.
Pull Request: https://projects.blender.org/blender/blender/pulls/126334
ProRes is a common intra-frame codec in post-production work, supported
by a wide range of post-production software.
This PR adds support for direct output from Blender using the ProRes
codec from FFmpeg. Alpha is supported, along with 8 and 10-bit channel
images.
Co-authored-by: mvji <33432858+mvji@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/136405
The multi-frame falloff calculation had multiple issues.
It was also not the same as in 4.2 LTS.
This fixes the issues and should result in the exact same
falloffs as it did in 4.2 LTS.
Also resolves#137055.
Pull Request: https://projects.blender.org/blender/blender/pulls/137091