Existing code to replace the file operation was failing when done from
the window for the file operation itself.
Basically, this patch does two things:
- Implement a well defined window context to use as the "owner" or
"root" of the File Browser. This will be used for managing the File
Browser and to execute the file operation, even after the File Browser
was closed.
- Ensure the context is valid when dealing with file File Browser event
handlers.
Previously the window context just wasn't well defined and just happened
to work well enough in most cases. Addressing this may unveil further
issues, see T88570#1355740.
Differential Revision: https://developer.blender.org/D13441
Reviewed by: Campbell Barton
Viewports where cleared explicitly due to compatibility reasons with Intel iGPUs.
This slowed down other platforms as well, this wasn't noticeable on all platforms.
This patch will be more selective when to enable the workaround.
Currently only for iGPUs on Mac + Linux.
Introduced by {35594f4b92fa4cbb5b848f447b7a3323e572b676}.
Some platforms do not support temp variables to be used as inout parameter.
Detected on Mac with Intel iGPU.
During UV unwrapping, Cube Projection, Sphere Projection, Cylinder
Projection and Project From View (in the 3D Viewport), when "Correct
Aspect" toggle is active, it now uses a query cache to perform a
per-face aspect ratio ("per_face_aspect") correction for the active
image of each face.
Reviewed By: campbellbarton
Ref D14852
Some drivers completely forbid quote characters even in unused
preprocessor directives.
This patch adds a debug build check for all `.glsl` files that need to
be manually handled. For shared headers with `#include` directives, we
need to do runtime patching of the source to remove the quote.
Also fix an instance of the quotes check failing in `eevee_next`.
This was caused by the `Closure` members being added to the final contribution
more than once. The workaround is to clear the members once a closure has
been added to the final contribution. I used `inout` on `Closure` inputs
so that the render engine implementation of mix and add closure nodes
can do its own thing. The nodegraph handling of inout was changed for this
to work.
Curve tangent was correctly mistaken with curve normal.
This patch fixes the name of the output in the glsl function and make curve
attributes more explicit (with `curve_` prefix).
This also improve the normal computation by making it per pixel to match
cycles.
Also ports the changes to eevee-next.
Apply a change similar to e130903060 for
`parallel_reduce`, just like `parallel_for`. I measured a performance
improvement in viewport FPS of at least 10% with 1 million small
instances (one bottleneck was computing many small bounding boxes).
The mesh drawing code used a different mesh to check whether or not to
draw face dots and to actually retrieve them. The fix is moving the
responsibility of determining whether to use subsurf face dots to the
creation of `MeshRenderData` where the mesh used for drawing is
known, rather than doing it at a higher level.
Differential Revision: https://developer.blender.org/D14855
The mesh drawing code used a different mesh to check whether or not to
draw face dots and to actually retrieve them. The fix is moving the
responsibility of determining whether to use subsurf face dots to the
creation of `MeshRenderData` where the mesh used for drawing is
known, rather than doing it at a higher level.
Differential Revision: https://developer.blender.org/D14855
The modifier is supposed to create a Curves data block soon, which
helps with the transition to the new Curves object in drawing code.
Utilities for the new Curves object are mostly in C++.
`TEMPERATURE` type was also missing, not only the new-ish
`TIME_ABSOLUTE` one...
Added a static assert on the size of the `bpyunits_ucategories_items`
array, and a comment on anonymous enum of `B_UNIT_`, in the hope this
won't happen again in the future.
NLA track option buttons (lock track, etc.) now no longer respond to
clicks when they are hidden.
The bug stems from the fact that there was duplicate input handling
going on for the buttons: once in the normal button UI system, and then
again in the `mouse_nla_channels` function. The logic in
`mouse_nla_channels` does not inspect whether or not the setting button
is there or not, it just assumes that it is.
This function should no longer be handling mouse input for buttons
(there is even comment suggesting that the button handling to be
deprecated) since the button UI system already handles it. Therefore,
the button handling code has been removed from that
`mouse_nla_channels`.
In addition, the redundant mouse button handling for pressing the "Push
Down Action" button has also been removed from this function as well.
Reviewed By: sybren, lichtwerk
Differential Revision: https://developer.blender.org/D14868
On certain systems when eevee is used in a 3d viewport could crash. It
happened more often on slower systems or systems with slower glsl compilers.
For example an Intel Mac Mini. The cause was that even if a GPUMaterial
was in used it could be freed.
The purpose of this patch is to add the option to create a color
attribute paint slot from the canvas selector when in material mode.
See the discussion here: T97346
---
|Add Image Paint Slot|Add Color Attribute Paint Slot|
|{F13016547 size=full}|{F13032911 size=full}|
Reviewed By: HooglyBoogly, joeedh
Differential Revision: https://developer.blender.org/D14724
Adds an example python script to the documentation for the 3D_IMAGE shader.
The **use-case** is to draw textures with 3D vertex positions, in XR views as well as non-XR views (in a simpler manner).
**Testing**: I've tested that this compiles and works on my Macbook (with the example python script included in this change). I don't have access to a Windows or Linux machine right now, but this change doesn't look platform-specific and no new glsl shaders have been added or edited by this change. I'll try to get access to a Windows machine, but if someone does have one, I'd be really grateful if they could try this change. Thanks!
**Problem addressed**: The existing 2D_IMAGE shader (exposed in the python API) gets near-clipped when drawn in the
XR view, regardless of the near-clip settings. Additionally, the 2D_IMAGE shader only accepts 2D
positions for the image vertices, which means drawing textures in 3D requires providing
2D coordinates and then pushing a transform-rotate-scale matrix to the GPU, even for
non-XR (i.e. WINDOW) views. The 3D_IMAGE shader is simpler: it accepts 3D vertex positions, and doesn't require
any additional work by the scripter.
**Workaround**: The current workaround is to use custom shaders in the python script.
**Non-intrusive change**: No new glsl shaders were added. This change just bundles two existing shaders: the vertex shader used
by the 3D_IMAGE_MODULATE_ALPHA shader, and the fragment shader used by the 2D_IMAGE shader.
Reviewed By: #eevee_viewport, jbakker
Differential Revision: https://developer.blender.org/D14832
For some reasons the mipmap count was not set to max during creation.
Probably it was mistaken with the UDIM tilemap texture which is only
1D and has only one mipmap.