Fixed duplicate nodes when converting texture scale/bias and
channel names on material import. This required extending
the node caching to handle cases where a USD shader is converted
to multiple Blender nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/118002
The GPU compositor Displace node produces NaN pixels if connected to the
Image node. That's because the Displace node access the MIP levels of
the texture produces by the Image node, but those levels were never
initialized, so fix this by completing the levels.
The result of cross_poly_v2 was flipped compared with cross_tri_v2 &
cross_poly_v3 (with the Z values zeroed).
Ensure cross_poly_v2/3, cross_tri_v2/3 return compatible results and
updating the doc-strings noting that a negative Z is for clock-wise
polygons.
When calculating the width of strings for the tooltip window size, enum
labels were measured using the string from the text_suffix field but
length from the text field. Introduced with std::string changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/118064
An allocated char pointer was reassigned without being freed.
Fix by replacing the error-prone combination of C strings and
std::string with a complete conversion to std::string. Also change
the logic a bit to allow moving the path string in some cases
instead of copying it.
Pull Request: https://projects.blender.org/blender/blender/pulls/118046
After bb080140c0, `SCULPT_pbvh_calc_area_normal` returned
std::nullopt when it didn't sample any vertices, instead of returning
an ignorable boolean return value. There was a false negative failure
though, because it didn't keep track of when it sampled BMesh "orco"
vertices.
When reordering vertex groups on a mesh, some cloth properties would
get affected by another group, because they were based on group index
instead of name.
This issue was already handled by
`BKE_object_defgroup_remap_update_users()` for some properties, but
not all.
This commit extends the function for missing properties: Shrinking,
Shear, Internal Springs, Pressure, Self Colllisions and Object
Collisions.
Pull Request: https://projects.blender.org/blender/blender/pulls/114032
The Inpaint node crashes for large images. That's because the output
buffer was only allocated for a single chunk. So allocate the entire
output buffer in the tile initialization step.
Caused by #113504
While basic cycle aware keying works, there is a special case
when inserting the first key. In that case, after the key has been inserted,
it is duplicated and moved around so the FCurve range from
first to last key is exactly the range of the action.
It also auto-creates the Cycle modifier on the FCurve .
Fix the issue by calling the function that does the key duplication
and cover with unit tests.
Pull Request: https://projects.blender.org/blender/blender/pulls/116943
This means the array can be shared between geometries when unchanged,
reducing memory usage and increasing performance. It also means that
handling the data can be done more generically using the attribute
system. In the future the transforms can become attributes too.
Two other changes are related here:
- The "almost unique ids" are cached with a shared cache so they
are shared too.
- The reference indices are baked as an attribute now, making the process
more generic and potentially easier to optimize in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/117951
Currently, the geometry nodes modifier always creates a time dependency
if there is a bake animation node, even if there is no bake. Changing this is
not entirely trivial, because it is only known during evaluation if there is baked
data. Making `Still` the default works around that issue in many cases where
the Bake node is in a node group asset that does not depend on time.
Furthermore, it's nice to have the "cheaper" version of the node by default,
which is baking a single frame, instead of baking everything.
Pull Request: https://projects.blender.org/blender/blender/pulls/117999
This PR applies the UI range for the Dyntopo `detail_size` and `detail_percent` to the actual property range. Previously, 0 and negative values were allowed if manually entered into the field, the former leading to blender hanging upon the next stroke, and the latter leading to potentially odd or unwanted behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/117976
* Brushes no longer affect invisible objects or objects that are entirely
contained by hidden collections
* The brush cursor no longer highlights vertices of invisible objects and
the cursor circle remains view-aligned.
Resolves part of #112371
Pull Request: https://projects.blender.org/blender/blender/pulls/117746
Caused by 3e81f66998
Looks like we need to store the unique verts indices here, this goes in
line to what similar code in this area does (but havent checked the data
layout of an Undo node here in depth).
Pull Request: https://projects.blender.org/blender/blender/pulls/117986
Remove ugly/fragile special case in `view2d_masks()` that would clamp
the scrollbar-masks by the scrubbing UI. It's now possible to pass
custom scrollbar-masks to `View2D` via `UI_view2d_scrollers_draw()`. So
use this instead, making region code control its own masks, rather than
relying on special case handling in generic `View2D` code.
Also update comment in `scroller_activate_init()` to make the implicit
relationship explicit.
Alternative to, and based on the investigation in !117685.
Pull Request: https://projects.blender.org/blender/blender/pulls/117984
Add helper functions for creating PyLong sup-types.
In Python 3.12 it's no longer practical to manipulate PyLongObject
values directly. Resolve by creating PyLongObject and copying the
values to a newly created sub-type.
This adds the processing required to import and export simple material graphs utilizing the UsdUVTexture outputs channels.
If only r, g or b are specified as output, we hook up a `Separate Color` node and connect the appropriate channel from there.
(if a is specified as output, the Alpha output of an image texture node was used already)
On the export side, we traverse from the socket to the image texture node, and if a `Separate Color` on the way, we are using the channel from there to put on the output.
https://openusd.org/release/spec_usdpreviewsurface.html#texture-reader
Pull Request: https://projects.blender.org/blender/blender/pulls/117901
The IME widget drawing code replaces the button's draw string, but it
did this with a C-style const cast which let this go unnoticed in
089c389b5c which changed the string from a C array to a
C++ std::string, where it's UB to just change the length this way.
To fix the crash, just store the string in a temporary array so we
can use the existing unchanged formatting code.
Pull Request: https://projects.blender.org/blender/blender/pulls/117968
Add new "Soft Falloff" option on point and spot light that uses
the old light behavior from Blender versions before 4.0. Blend
files saved with those older versions will use the option.
This option is enabled by default on new lights.
Fix#114241
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/117832
The problem was calling a "for eval" function on an original mesh
in the main data-base. The parameters are already copied anyway,
so the call was unnecessary. Also reorder some changes to happen
before the geometry is moved to the original mesh.
This simple operator set the edge sharpness attribute on edges,
either extending the existing values or replacing them completely.
It's meant to make it more convenient to manually control the
sharpness now that there can be more reason to do that after
auto smooth became a modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117918
Make sure bf_rna is compiled prior to bf_editor_space_userpref,
so that the RNA_prototypes.h can be included.
Solves possible compilation error when building Blender from
scratch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117937
Although the information displayed in the status bar is strictly
speaking reports, it makes sense to translate them using the Interface
setting instead of Reports, as the tool names and stats terms are
also translated in other UI places (toolbar, menus).
This change includes status bars statistics and keymaps, and viewport
statistics.
The change is quite extensive as it is all or nothing. Translating
keymaps using Interface means some status messages will include them
indirectly, and thus cannot use Reports without having a weird mix of
original and translated words. In turn, having only some messages
translated would be even more confusing.
The result is that all messages related to input are now translated with
Interface, which I think also makes sense.
Discussed as a followup to !116804.
-----
cc. @gtitaev
Pull Request: https://projects.blender.org/blender/blender/pulls/117234
This came up in #117747.
Unless an object was of OB_VOLUME type, the setting was not updating the
viewport accordingly since the introduction in 365bf103d1. So if for
example a mesh has a "Mesh to Volume" node, the update did not take
place.
If we use context, we can check the evaluated GeometrySet on any object
type with a geometry nodes modifier though and if it has a volume, we
can also tag for update.
Pull Request: https://projects.blender.org/blender/blender/pulls/117848
This header is for 'internal' USD code only (also needed by the hydra
code), and uses references to the USD library itself, so its previous
name was a bit too generic.
First step to move the main public Blender USD API header (`usd.h`) to cpp.
Adjust ymax of action in frame range so that height will match with the
channel's height. Use same ymax as in `acf_nlaaction_backdrop`.
Also fixed `ycenter` value.
Pull Request: https://projects.blender.org/blender/blender/pulls/113490