This removes the unused code for the IBM tile cache APIs. These have
been unused for as far back as I could manage to search.
Since TIFF was used for the cached images, this removal will allow for
an easier review when it comes time to move TIFF to OIIO as part of
T101413.
Differential Revision: https://developer.blender.org/D16587
a5e7657cee didn't account for slices of zero sizes, and the asserts
were slightly incorrect otherwise. Also, the change didn't apply to
`Span`, only `MutableSpan`, which was a mistake. This also adds "safe"
methods to `IndexMask`, and switches function calls where necessary.
These editors have their own "Auto-Snap" activation option.
So ignore the option in the 3D View in these cases.
The generic incremental snap function doesn't seem really useful in these cases.
If an incremental snap needs to be implemented, this should be a new option of `eAnimEdit_AutoSnap`.
After a recent refactor in b247588dc0, object mode would not show wireframe
edges that do not exist in the original mesh. Now only hide such edges while in
edit mode, where they would otherwise look as if they can be selected.
Before the refactor, edit and paint modes would sometimes show wireframes and
sometimes not, depending on the modifier stack in unpredictable ways.
This wasn't used for backwards compatibility, because Blender does not
read from the `nodetype` anywhere. It also wasn't used for forward
compatibility, because it was not initialized for new node groups.
Vulkan doesn't have a memory allocator builtin. The application should
provide the memory allocator at runtime. Vulkan Memory Allocator is a
widely used implementation.
Vulkan Memory Allocator is a header only implementation, but the using
application should compile a part in a CPP compile unit. The file
`vk_mem_alloc_impl.cc` and `extern_vulkan_memory_allocator` library
is therefore introduced.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16572
This is not used for anything in practice currently. The original intention
was probably to generate different socket subtypes, but that is solved
differently now (e.g. using `NodeSocketFloatDistance`). It's possible
that an addon tried to use this but it's rather unlikely.
Differential Revision: https://developer.blender.org/D13188
This patch warns the user that the compositor setup is not fully
supported when an unsupported node is used. The warning is displayed as
an engine warning overlay and in the node header itself.
See T102353.
Differential Revision: https://developer.blender.org/D16508
Reviewed By: Clement Foucault
(Probably requires ASan for a reliable crash.)
Steps to reproduce were:
* Enter Geometry Nodes Workspace
* Press "New" button in the geometry nodes editor header
* Right-click the data-block selector -> "Mark as Asset"
* Change 3D View to Asset Browser
* Create a catalog
* Drag new Geometry Nodes asset into the catalog
* Save the file
* Press Shift+A in the geometry nodes editor
There was a general issue here with keeping catalog pointers around
during the add menu building. The way it does things, catalogs may be
reloaded in between.
Since the Current File asset library isn't loaded in a separate thread,
the use-after-free would always happen in between. For other libraries
it could still happen, but apparently didn't by chance.
This patch disables the realtime compositor on MacOS until Metal is
supported. This is because MacOS doesn't support the necessary GPU
features to make it work.
An engine error overlay is displayed if it is enabled and the option
itself is greyed out.
See T102353.
Differential Revision: https://developer.blender.org/D16510
Reviewed By: Clement Foucault
This patch turns the checkbox option to enable the viewport compositor
into a 3-option enum that allows:
- Disabled.
- Enabled.
- Enabled only in camera view.
See T102353.
Differential Revision: https://developer.blender.org/D16509
Reviewed By: Clement Foucault
The active catalog ID (UUID) was a read only property. From a studio I
got the request to make this editable, so their pipeline tooling can
make certain assets visible.
Differential Revision: https://developer.blender.org/D16356
Reviewed by: Sybren Stüvel
This patch implements the Track Position node for the realtime
compositor.
Differential Revision: https://developer.blender.org/D16387
Reviewed By: Clement Foucault
Opening the material selector after reloading files could cause long UI
freezes, because some linked in materials don't have the preview stored
in the source file. So Blender would keep rerendering it after every
file load, which may involve compiling OpenGL shaders, which again
freezes the UI typically. This was reported as quite an issue for the
Heist Production by the Blender Studio.
Don't render these missing material previews from linked data-blocks
anymore.
Differential Revision: https://developer.blender.org/D16538
Reviewed by: Brecht Van Lommel, Jeroen Bakker
The old hard limit was 5, but now it's possible set to a max
value of 16. UI limit remains to 5.
This extreme value is only used in some corner case, but it
was a request by some artists.
Warning: Using very high values could produce a long calculation time, especially in strokes with a high density of points.
Before this, if there were no missing files, the operator would run
successfully but there would be no user feedback at all, making the
user wonder if the operator was even run.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D16585
`GeometrySet::has()` can return an empty component. It's more convenient
if it doesn't, since other code rarely wants to access an empty component.
The alternative would be adding an `is_empty()` check in the lazy function
for the viewer node, that would work fine too, for this case.
Differential Revision: https://developer.blender.org/D16584
When combining the internal geometry component instancing (used when
the original object type doesn't match the evaluated data type) with
the "vertex dupli" instancing could cause the fix from e508de0417
to fail, because the subsequent fix from 864af51d6a popped from the
"instance generator type" stack even when there was nothing added to it
(for geometry instancing).
Currently the face set of every single face is saved for every sculpt undo step.
When only changing the face sets of a small section of the mesh, this can be quite
wasteful. It also makes face sets a special case compare to all other sculpt undo step
types, which makes the whole system more complex and harder to improve.
Fixes T101203.
Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D16224
Ref D16224
Currently the face set of every single face is saved for every sculpt undo step.
When only changing the face sets of a small section of the mesh, this can be quite
wasteful. It also makes face sets a special case compare to all other sculpt undo step
types, which makes the whole system more complex and harder to improve.
Fixes T101203.
Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D16224
Ref D16224
We currently check multiple dynamic attribute providers for the
attribute ID, even after it has been removed (which can free the name).
This was used as a simple way to remove multiple attributes with the
same name (dealing with name collisions). However, that doesn't happen
in practice at this point, since so much code has moved to the
attribute API which checks for it.
Since we free BMesh attributes by attempting on every domain,
sometimes the attribute wouldn't be found for a CustomData.
We avoid reallocating custom data blocks in that case, so we
need to pass the ownership of the "pool" back to the BMesh.
Wrote a new API method, BKE_pbvh_sync_visibility_from_verts
that flushes vertex hidden flags to edges & faces.
Fixes not being able to sculpt outside a face set after
undoing the fkey hide-all-but-this operator.
Wrote a new API method, BKE_pbvh_sync_visibility_from_verts
that flushes vertex hidden flags to edges & faces.
Fixes not being able to sculpt outside a face set after
undoing the fkey hide-all-but-this operator.