Support both forward and back slashes on WIN32.
Forward slashes for paths in WIN32 was removed in [0] (for BLI_path_join)
& [1] (for BLI_path_name_at_index), this is correct on UNIX as back
slashes can be used in paths but not on WIN32 which can use both.
Note that other path functions such as BLI_path_append &
BLI_path_slash_ensure should be updated too, but this is out of scope
for a bug-fix.
Documenting and ensuring Windows path handling functions all handle
forward slashes can be done separately.
[0]: 8f7ab1bf46
[1]: 511ae22264
Reviewed By: harley
Ref D16700
When triangulating meshes, the UV unwrapper was previously using a
heuristic to split quads into triangles. If one of the internal angles
is greater than 180degrees, a so-called "reflex angle", the heuristic
was giving a poor choice of split.
Instead of using a special case for quads, this change routes everything
through the generic n-gon `BLI_polyfill_beautify` method instead.
Reviewed By: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D16505
When n-gons share vertices, their triangulation can be non-manifold,
even if the original mesh is manifold.
The UV Unwrapper does not currently work with non-manifold meshes.
This workaround attempts to modify the triangulation of n-gons in
the UV unwrapper to preserve the manifold property.
This change replaces the previous fix for quads, and extends it
to all n-gons.
See T84078 as motivation for this change.
Differential Revision: https://developer.blender.org/D16521
Make "Convert Attribute" and "Convert Color Attribute" operators
auto-fill their initial settings with active attribute's domain
and data type if it wasn't already set explicitly.
Differential Revision: https://developer.blender.org/D16550
You shouldn't be able to retrieve a mutable node from a const node tree
or a mutable socket from a const node. Use const_cast in one place in
order to correct this without duplicating the function, which is still
awkward in the C-API.
Uses a light tree to more effectively sample scenes with many lights. This can
significantly reduce noise, at the cost of a somewhat longer render time per
sample.
Light tree sampling is enabled by default. It can be disabled in the Sampling >
Lights panel. Scenes using light clamping or ray visibility tricks may render
different as these are biased techniques that depend on the sampling strategy.
The implementation is currently disabled on AMD HIP. This is planned to be fixed
before the release.
Implementation by Jeffrey Liu, Weizhen Huang, Alaska and Brecht Van Lommel.
Ref T77889
This was not working well in non-trivial scenes before the light tree, and now
it is even harder to make it work well with the light tree. It would average the
with equal weight for every light object regardless of intensity or distance, and
be quite noisy due to not working with multiple importance sampling.
We may restore this if were enough good use cases for the previous implementation,
but let's wait and see what the feedback is.
Some uses cases for this have been replaced by the shadow catcher passes, which
did not exist when this was added.
Ref T77889
Traverse all scene dependency graphs and stop audio playback for each
scene.
Also fixes T71233
Reviewed By: sergey, mont29
Differential Revision: https://developer.blender.org/D16646
The attribute smoothing node asks for the ability to have a factor
outside the range of 0 and 1. The problem with this is that there is a
negative weight assertion for some of the mixers. If mixing between 0
and 1, then at a factor of 2, one of the elements will be negative.
Differential Revision: https://developer.blender.org/D16351
In a few places, nodes were added without updating the Identifiers and
vector. In other places nodes we removed without removing from and
rebuilding the vector. This is solved in a few ways. First I exposed
a function to rebuild the vector from scratch, and added unique ID
finding to a few places.
The changes to node group building and separating are more involved,
mostly because it was hard to see the correct behavior without some
refactoring. Now `VectorSet` is used to store nodes involved in the
operation. Some things are handled more simply with the topology
cache and by passing a span of nodes.
The new atomic disjoint set uses additional atomics which are not supported
as intrinsics on all architectures and require linking to libatomic.
Now always link to libatomic on Linux when it is available, instead of only
checking if atomic add for int64_t requires linking to this library.
Thanks to Sergey for the help fixing this.
`is_internal` is supposed to mean that the attribute shouldn't be
visible in lists or the spreadsheet by default, and that it can't be
accessed in geometry nodes. But the value was reversed, which
just happened to work because the list filtering was swapped.
Differential Revision: https://developer.blender.org/D16680
It is not really used from any of the sources, including the
standalone app. Since we are moving to a more backend-independent
drawing it makes sense to remove header which was specific to
how Blender integrates Cycles into viewport.
There is probably some cleanup in CMake files is possible, but
there is some inter-dependency with USD.
Differential Revision: https://developer.blender.org/D16681
This change fixes issues with viewport rendering when Metal
GPU backend is used for drawing. This is not a default build
configuration and requires the following tweaks:
- Enable WITH_METAL_BACKEND CMake option (set it to on)
- Use `--gpu-backend metal` command line arguments
It also helps using the `--factory-startup` command line
argument to ensure Eevee is not used (it is not ported and
will crash).
The root of the problem was in the use of glViewport().
It is replaced with the GPU_viewport_size_get_i() which
is supposed to be portable equivalent form the GPU module.
Without this change the viewport size is detected to be 0
which backfired in few places.
The rest of the changes were to make the code more robust
in the extreme conditions instead of asserting or crashing.
Simplified and streamlined GPU resources creation in the
display driver. It was a bit convoluted mix of creation of
the GPU resources and resizing them to the proper size. It
even seemed to be done in the reverse order. Now it is as
simple as "just ensure GPU resources are there for the
given texture or buffer size".
Also avoid division by zero in the tile manager.
Differential Revision: https://developer.blender.org/D16679
Steps to reproduce were:
- Open a .blend file that is located inside of an asset library and
contains assets.
- Save and close the file.
- Open a new file (Ctrl+N -> General).
- Open asset browser and load the asset library from above.
- If the assets from the file above still show up, press refresh button.
- -> Assets from the file above don't appear.
Likely fixes the underlying issue for T102610. A followup will be needed
to correct the empty asset index files written because of this bug.
We're in the process of moving responsibilities from the file/asset
browser backend to the asset system. 1efc94bb2f introduces a new
representation for asset, which would own the asset metadata now instead
of the file data.
Since the file-list code still does the loading of asset libraries,
ownership of the asset metadata has to be transferred to the asset
system. However, the asset indexing still requires it to be available,
so it can update the index with latest data. So transfer the ownership,
but still keep a non-owning pointer set.
Differential Revision: https://developer.blender.org/D16665
Reviewed by: Bastien Montagne
This is a workaround required to get BAT reliably working again after
recent rB133dde41bb5b, which fixed many indirectly linked IDs being
tagged as directly linked, and therefore having their reference written
in .blend file.
It seems that BAT is still missing proper handling of some ID pointers.
Required for the end of the Heist production here at Blender Studio.
rB9fa4ceb340951 caused a forward compatibility issue.
Going forward, when changing socket names, only the name should be
changed and not the identifier if possible.