Originally, the polyline gesture tools were intended to have the gesture
submit on clicking on the starting point and pressing enter only. It was
brought up that the knife tool which has similar behavior also exposes
this on double clicking. To better align expected behavior across tools,
this commit adds similar functionality for the polyline tools.
Implements #125249
Pull Request: https://projects.blender.org/blender/blender/pulls/125391
This gets Windows ARM64 to compile with clang-cl, which gives up to 40% performance improvements in certain scenes rendered with cycles, compared to MSVC.
This is all tested using LLVM 18.1.8 and a VS2022 `vcvarsall` window.
Subsequent PRs with various lib version updates, etc to go in at a later point.
Pull Request: https://projects.blender.org/blender/blender/pulls/124182
Fixed two errors when exporting to USD with Instancing enabled:
Ensuring the mesh prototype prim exists before referencing it to
avoid the "Unresolved reference prim path" error messages in the
console.
Adding the Root Prim path prefix to the prototype reference path.
Pull Request: https://projects.blender.org/blender/blender/pulls/126210
The issue here is that copying the GPU viewport back to the CPU is an expensive
operation, so doing it for every frame when dragging the eyedropper is not ideal.
Instead, copy it once at the start and keep reading from it until the user
releases the eyedropper.
Pull Request: https://projects.blender.org/blender/blender/pulls/126072
While adding test coverage for mesh subdivision surface scenarios, a few
problems were noticed with vertex crease support.
This PR fixes:
- Used incorrect `crease_sharpnesses` instead of `corner_sharpnesses`
- Used incorrect value for an "infinitely sharp" vertex crease
- Unnecessarily wrote out Blender's `crease_vert` attribute as a primvar
Tests are added which validate everything we support.
Pull Request: https://projects.blender.org/blender/blender/pulls/126209
The mesh velocity data was not using the UsdUtilsSparseValueWriter and
was writing out data for all frames even if the velocity didn't change.
Adds test coverage for this scenario as well as other situations where a
MeshSequenceCache (MSC) would be required:
- Ensures that when positions vary a MSC is added
- Ensures that when velocities vary a MSC is added (see blender/blender@c862d40e09)
- Ensures that when attributes vary a MSC is added (see blender/blender@3c394d39f2)
Pull Request: https://projects.blender.org/blender/blender/pulls/126208
Adds test coverage for a few, minor, missing cases for USD Light export:
- Spot lights with the special case of a 0 radius
- Area lights of type SQUARE (RECTANGLE was already tested)
- Area lights of type ELLIPSE (DISK was already tested)
Pull Request: https://projects.blender.org/blender/blender/pulls/126203
Allow color SVG icons to have their fill colors modified by theme
colors using a callback. This is done just before rasterization so
only happens once per requested size, before these are cached for
reuse.
Pull Request: https://projects.blender.org/blender/blender/pulls/125146
This adds the ability to customize the default width of a group node that's
created for a node group. This feature works towards the goal of unifying the
features available to built-in nodes and node groups. We often customize the
width of built-in nodes from them to looks slightly better (e.g. to avoid
cut-off labels).
Pull Request: https://projects.blender.org/blender/blender/pulls/126054
When we draw SVG icons we have an optional argument that specifies to
treat it as multicolor. This PR allows doing the same thing when
requesting a bitmap from an icon. This is only currently done for
Dialog boxes and the About screen. The purpose of this isn't really
to allow multicolor dialog icons, but to get to the point where a
single SVG source file could be used as monochrome (changing the one
color with text color) or multi-color (changing internal colors with
themes) without needing multiple copies of the source file
Pull Request: https://projects.blender.org/blender/blender/pulls/126193
This PR corrects some mistakes in the conversion between RGBA bitmaps
created when rasterizing SVG icons and the monochrome coverage maps
when displaying these in a single color. This only occurs when we need
a bitmap from an icon for About screen and for dialogs. The bitmap
from NanoSVG is already premultiplied so don't do it again. When
converting from coverage map to RGBA use map value for all components
rather than FFF for colors. When converting to coverage map from RGBA
use perceptual grayscale level of color, not just alpha value.
Pull Request: https://projects.blender.org/blender/blender/pulls/126192
- Paths of C++-parsed files were not properly 'unixified' on Windows.
This was bad both for changes noisyness in PO files, and broke on
the un-escaping of `\n` and `\t` sequences.
- The `ProcessPoolExecutor` starts sub-processes differently on Linux
than on Windows or OSX. While Linux's `fork` keeps the same
environment (i.e. all Blender stuff remains available in workers
subprocesses), the 'spawn' used on Windows (and reportedly OSX) starts
a new bare python interpreter. This means that code executed by these
needs to be Blender-agnostic to be portable.
The only thing that is currently known broken on non-Linux platforms is
the RTL processing of some languages like Arabic or Hebrew.
When a multi-byte character needed to be turned into a single "_", the
final returned string would be too large in size.
Resize it to the exact number of bytes required and add test coverage.
Pull Request: https://projects.blender.org/blender/blender/pulls/126164
This commit prevents writing to the mesh when sculpting on a non-basis
shape key. Prior to this, we incorrectly were applying changes to the
base mesh, even though those changes were not visible with the shape
keys still active, causing new shape keys to have a copy of the deformed
mesh data.
Pull Request: https://projects.blender.org/blender/blender/pulls/126107
- Use `Vector::remove_if` rather than custom "filter" functions copying
data to new vectors.
- Pass `float3` by const reference.
- Reorder arguments to pass constant/operation-global arguments first,
also using consistent order for mesh data arrays.
- Use const for some `Object` arguments.
- Initialize zero `float3` in a simpler way.
- Simplify neighbor averaging by checking for empty vectors first.
- Use more standard grids index variable names
- Remove `BLI_NOINLINE` from functions called for every element, more
consistent usage in general.
Pull Request: https://projects.blender.org/blender/blender/pulls/126145
The grid geometry creation incorrectly tagged the mesh with no loose edges
or vertices, breaking invariants of the caches that are relied on elsewhere.
The common code which writes out attribute data was seemingly not
performing the right sequence of calls for the UsdUtilsSparseValueWriter
to actually write sparse data.
See PR for a test file and .usda files produced with 4.1 and now with
this change applied.
Pull Request: https://projects.blender.org/blender/blender/pulls/126113
This includes the port of the edit edge shader to the new
primitive expansion API, removing split codepath and
code duplication.
Some of the shader code is duplicated for keeping the
legacy engine untouched.
Rel #102179
Pull Request: https://projects.blender.org/blender/blender/pulls/125921