Steam just released a SteamVR update with OpenXR Developer Preview
support:
https://steamcommunity.com/games/250820/announcements/detail/2396425843528787270.
Once SteamVR is set up for OpenXR (see link above), it works with
Blender "out of the box", thanks to OpenXR!
We have to apply the sRGB transform workaround for SteamVR though,
otherwise it renders way too dark. Done in the next commit.
Note that AMD users may still only see a pink screen, because the
OpenGL-DirectX compatibility fails. I will check on a fix again.
For SteamVR on Linux we may have to wait for until it supports OpenGL
rendering for OpenXR. Alternatively, we *could* add initial Vulkan
support at Ghost level and use Vulkan<->OpenGL interoperability
extensions, Monado uses these as well.
Prefer meaningful function names over redundant NULL arguments.
Also clarify variable names as it wasn't obvious the object-data
is part of the object target.
This is really doing two operation so using the ampersand makes more
sense.
Also selection sounds better than selected.
This also adjusts the name in the text Edit menu which was an issue
raised in T68738
Override collections do not support that, add proper checks in BKE code
adding objects to collections.
Also try to find a suitable collection in parents in that case.
Note that this is enforced on 'public' API level, internal code can
still bypass those checks if needed. Exposing this possibility to public
API should not be needed.
Limit support for `GLEW_ARB_base_instance` to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
(TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
`GLEW_ARB_draw_indirect` as it has an OpenGL3 context what also matches the minimum needed
requirements.
We use `GLEW_ARB_draw_indirect` as a target for `glMapBuffer(Range)` what is part of the
OpenGL 4 API. So better disable it when we don't have an OpenGL4 context.
Note: fix should be ported to Blender 2.83 LTS
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7994
Happens when some of the color correction terms are mathematically
undefined: foe example, when pow() is to be calculated and the X
argument is negative.
There is no ground-truth result in such cases, so ignore such terms
entirely.
This is a generalization of D6696 from Jacques.
Differential Revision: https://developer.blender.org/D7966
- Remove the operator, use a generic operator instead.
- Switch between PREVIEW/SEQUENCER as the mixed state isn't as useful.
- Add menu item to make the shortcut discoverable.
- Remove unused & broken "View Type" menu.
This solves a crash when switching from the modifiers tab to an armature
object and expanding a panel. Thanks to Alexander Gavrilov for mentioning
the problem.
Matches other similar cases for collection and object, and general
naming rule (copy is for generic ID copying, duplicate is for more
involved and poweful behaviors specific to an ID type).
This greatly simplifies and unifies logic.
Also addresses T77255: full scene copy will now use same preferences
parameters as object or collection duplicate to choose which data-blocks
to copy along.
Those are then assumed already duplicated, and not touched. However, all
of ther objects and sub-collections can still be processed as with any
other regular collection...
The `Toolbar` and `Sidebar` hide the corresponding panel
`VIEW3D_PT_sculpt_dyntopo` by polling for context.sculpt_object and
context.tool_settings.sculpt. In the Active Tool in the Properties
Editor this poll does not return False though, thus the
sample_detail_size is possible from there.
Second security check (the operator poll `SCULPT_mode_poll`) checks the
active object -- that is still valid even if hidden, so we are allowed
to execute the operator. However the active object becomes NULL once the
area is switched in `sample_detail()` -- see `CTX_wm_area_set`), leading
to the crash.
Dont think there is a quick and easy way to do this in the poll from the
Properties Editor, so just check for a valid active abject in the
operator and return OPERATOR_CANCELLED if we dont have it.
Maniphest Tasks: T77047
Differential Revision: https://developer.blender.org/D7832
When closing the File Browser window after making it fullscreen, Blender would
either crash or all windows would disappear, with no obvious way to bring them
back.
The "fix" is to not allow fullscreen for File Browsers (or any future "dialog"
windows), but only maximizing. From what I can tell that's how secondary
windows are supposed to work on macOS. What we previously did seemed like
something macOS doesn't handle cleanly, and I didn't find a simple way to do so
on our side.
During normal drawing there is a rather complicated method to check
whether the panels should be animating. It's not set up to deal with
the panel expansion changing from outside the UI, which is now possible
with the panel expansion connected to the modifier's show_expanded
property.
The solution is to activate panel animation if setting the expansion
property has changed.
This commit enables basic copy of overrides on generic ID level, as well
as from (deep) copy operators for objects and collections.
So e.g. if your linked overridden caracter is in a collection, you can
now (from the outliner) Duplicate that override collection to get a new
overriding copy of the character.
We still need operators (new or modifying existing ones) to handle that
from 3DView e.g.
Note that deep copy code for objects/collections (and incidently
animdata) had to be modified to avoid duplicating/making local IDs that
remain linked ones being used by overrides ones.
The override operations generated from 'do not follow' RNA pointer
properties (i.e. pointers to other IDs) were not properly clearing their
'no more used' flag, and hence were incorrectly deleted on second save.