The location of the shaders changed with OSL 1.11.10. This commit is therefore in addition to D10212.
@sybren With the latest SVN libraries, I am fairly certain there is a "OSL not found" in the CMake output. Can you check on Linux?
@LazyDodo Since you haven't pushed the new OSL libs yet, this should not be a problem on Windows. So this will only be needed whenever those land.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D10552
Tools can cache data related to the mesh topology for later use. This
data is indexed by vertex index, so it will be invalid after dyntopo
changes the topology during the stroke.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10550
This patch adds manifest parsing to Cryptomatte. Normally when loading
cryptomatte layer from an OpenEXR file the manifest contains data to
convert a hash to its original name of the object/material. In the
future we want to use this to support lookup of cryptomatte
hashes and show it to the user.
Currently this logic isn't available to users (for now), but is required
by D3959 where a new cryptomatte workflow is implemented.
Fill only if it never comes in contact with an edge. It is better not to fill than to fill the entire area, as this is confusing for the artist.
Differential Revision: https://developer.blender.org/D10536
Render previews for Action datablocks by rendering the scene camera with
the Workbench (solid) engine. The //look// can be configured by setting
the scene's render engine to Workbench and editing the scene's shading
properties.
It is assumed that the pose has already been applied and that the scene
camera is capturing the pose. In other words, the render function just
renders from the scene camera without evaluating/applying the Action
stored in `preview->id`. The ID is only used to determine its type and
to store the resulting preview.
Not all code paths that lead to the `action_preview_render()` function
actually provide a depsgraph. The "Refresh Asset Preview" button
(`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does
not.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D10543
When a lot of libraries or linked IDs were missing/not found when
loading a .blend file, Blender used to show one warning report for each
missing item, potentially covering the user's screen with a giant
unuable popup.
Now it will instead generate a single warning with amount of missing lib
files and linked IDs. Each missing item is still reported individually,
but only as `INFO`, so it will still show up in the console or Info editor.
Undo/redo was crashing & asserting.
There ware two bugs:
- Entering particle system edit-mode requires an evaluated depsgraph.
- The active object could get out of sync when undo/redo
moves between different modes.
The new test 'view3d_mesh_particle_edit_mode_simple'
in `tests/ui_simulate/test_undo.py` exposes both issues.
"Shift to parent" does not make any sense for collections since they
don't have parenting like objects. This commit just adds a simple check
for whether the first drag ID is an object before displaying
that part of the message.
Differential Revision: https://developer.blender.org/D10203
When opening the SVG you wouldn't even see the icons, since they are all white
now. You'd always have to set up a document background color and make sure to
undo that again before saving the file, so it's not written into it.
Just make everyone's life easier by saving the file with a proper background
(gray with checkerboard).
Inkscape often does a number of unrelated changes when saving an SVG, not sure
if these are just formatting changes in the source SVG text or if there's more
to it. Either way this makes adding new icons hard since you want to avoid
these unrelated changes. Saving the file in a new Inkscape version every once
in a while should mitigate the problem a bit.
Regenerating the icons (e.g. through `make icons`) shows no difference in the
output.
Note that I also ran "Clean Up Document" in Inkscape, but that doesn't seem to
have changed anything/much.
The Purge operator to remove unused IDs can now also remove 'indirectly
unused' data-blocks (those only used by unused ones, recursively).
It can also now only operate on linked, or on local data.
All those options are exposed in the `File -> Cleanup` main menu.
The behavior of the `Purge` button in the Outliner remains unchanged,
needs some UI/UX design task for that.
This API function can now purge recursively in a single call, and choose
to ignore (not purge) local or linked IDs.
Default behavior (with not argument) remains unchanged, so no API
breackage here.
This was rather obscure and non-critical issue, but in some cases ID
usercount of some deleted IDs from batch-deletion code would not be
properly nullified, which would then assert later in actual deletion
code.
With the option to detect orphaned data recursively (i.e. if ID `a` is the
only user of ID `b`, and ID `a` is unused, ID `b` will also get tagged
as unused).
To be used by the Purge operation.
Previously the padding size and the width saved for the icon were
constant regardless of the zoom level. This resulted in overlapping
icons and text, and ugly padding with more extreme zoom levels.
We can retrieve the size of the row from the `rect` argument.
An error doesn't make sense in these situations because we don't expect
to find attributes on empty geometry, and an empty geometry set is a
valid situation.
Note that we can't use `component.is_empty` here, because often the
component is visually "empty" but still has a point cloud with no
points or a mesh with no vertices.
This concerns currently only collections (`master_collection` of scenes)
and root node trees. It removes the matching type-specific helpers
(`BKE_collection_master_scene_search` and `BKE_node_tree_find_owner_ID`).
No functional change expected here.
NOTE: Current implementation of `owner_get` is far from optimal, we
could probably do it better, see {T69169}.
NOTE: While it could also have it, shapekeys IDTypeInfo was left out of
this change for now. Mainly because it sould not be used currently, and
we ultimately want to demote shape keys from ID status anyway.
In rare cases, it's possible for an object to have edit-mode data
without it's Object.mode set to edit-mode.
This could happen with undo, part of fix for: T85974.
Use OBEDIT_FROM_VIEW_LAYER macro for curve & fonts (matching edit-mesh).
While the difference isn't significant at the moment,
there are no reason these should be different between undo systems.
This issue seems to be caused by the reallocation flag not being set on
the device shader data array so it was never updated on the GPU although
the host memory was modified.