The Viewport Render Keyframes operator didn't include keyframes from
grease pencil animation or from mesh shape key animation (see T72861).
To find all related datablocks that could be considered as part of the
selected object, `BKE_library_foreach_ID_link(..., IDWALK_RECURSE)` is
used. To prevent relations like constraint targets from being visited,
the recursion is stopped when it finds a different object.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6558
Never treat one of those horrorible 'IDs that are not real IDs' as
regular ID, and expect ID management code to do so. Unless there is a
very good reason, one should never explicitely pass those fake IDs to ID
management code directly.
In that specific case, user count is sort of 'disabled' in libquery
code, because master collections are not in bmain (`LIB_TAG_NO_MAIN`).
When sculpting and doing a image render the workbench used the sculpt
batch what is created by a different GPU context and would not show up.
In debug builds an assert for this case is checked. I rechecked all
`use_sculpt_pbvh` that it also checked if it was rendering. Only the
workbench deferred didn't do this for the default render mode.
With this change the user can render a workbench render directly from
sculpt mode.
Currently a curve's beveled geometry is built with duplicate geometry
along the seams between the "front," "back," etc, sections of the
curve. This builds them in one piece, resulting in smooth geometry.
Other than the duplicate geometry, the vertex positions are the same
as before.
Reviewed By: campbellbarton, mano-wii
Differential Revision: https://developer.blender.org/D6562
offset_meet creates offset lines that can't be directly intersected, so
the average of the points on each offset line is 'dropped' onto the
faces around the beveled vertex, which can depend on where
the loop starts.
This fix skips faces with the same normals as the "in plane" faces from
build_boundary.
Reviewed By: howardt
Differential Revision: https://developer.blender.org/D6521
The `poll_modal_item` was too restrictive.
`!validSnap(t)` already solves these cases, but for better readability
(and efficiency), I found it best to keep the `tsnap.mode` test.
This is because even if the glStencilMask is 0x00 the GL_DECR_WRAP and
GL_INCR_WRAP states still works and will modify the stencil.
Fix T73046 Overlapping parts of wireframes don't render at all in workench
with shadows turned on.
Patch from Habib Gahbiche (zazizizou) moves the "run operator and
compare mesh to a golden" paradigm used in bevel and boolean tests
into a general framework that separates the test specs from the
blend files. Then adds some other operator and modifier tests using
the new framework. Diff D5357.id20724.diff was applied.
New .blend files, modifiers.blend and operators.blend are needed
in the tests/modeling svn directory; those were separately committed.
When in sculptmode the wireframe coloring should always be disabled.
When an object was sculpted but had modifiers this was not detected and
the colors were still shown.
This fix will disable wireframe coloring for any object that is in
sculptmode.
Was caused by recent animation backup added to depsgraph as a part of
another bugfix.
This commit effectively disables the animation backup, restoring bug
related on handlers, but makes it possible to interact with objects
again.
Will re-iterate over handlers+animated properties.
It was possible to have object copy-on-write happening during
action's copy-on-write, which was causing access to a freed
memory from animation backup.
Solves crash reported in T73029.
Edge Index display were not showing up after performing
"Select Boundary Loops" when in face selection mode. The operation
tagged the mesh that the selection was changed, but in the end this
didn't do anything within the depsgraph.
The fix changes this to recalc the geometry of the object. What also
syncs the selectmode flags. A better solution would be to update the
select flags only. But that could be done as future work when we have a
performance problems.
Studiolights that were just created didn't had the
`STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS` flag. Without this flag the
studiolight the viewport didn't show the specular highlights and it
wasn't possible to switch the highlights on/off in the popover. After
reloading the studio lights this was possible.
This patch will always set the flag for any newly created, or being
edited studiolight, so the workbench render engine is fed with the right
data.
An optimisation in the collision system for cloth (static collisions),
broke the particle collisions, as they take motion into account. This
restores the moving BVH required for the particle collisions, while
keeping the optimisation for the cloth collisions.
Reviewed By: mano-wii
Maniphest Tasks: T71620
Differential Revision: https://developer.blender.org/D6560
Commit rB7e61e597253f3ca75f2fb86a57212ca750ffbbe8 broke viewport rendering when not displaying as halfs.
This fixes that by actually using the `scale` parameter that is passed into `film_map` and also de-duplicates code around it.
Differential Revision: https://developer.blender.org/D6557
The `optixAccelBuild` API throws an error when the property to get compacted size is passed in
without the `OPTIX_BUILD_FLAG_ALLOW_COMPACTION` flag set. This is not currently hit
because `background` is always true (set in `mem_alloc`), but would become an issue once that
is sorted out, so fixing it now to be safe.
OptiX always uses record-all behavior for transparent shadow rays, but did not check
whether the maximum number of hits exceeded the shadow hit stack. This fixes that.
- "Only Export Selected Objects" → "Selection Only", as this is the
standard used in other exporters.
- "Evaluation Mode" → "Use Settings for", as this is clearer for users
who aren't as familiar with the technical details of the depsgraph.
- "Use Instancing" → "Instancing", and moved the checkbox to the end of
the option list into its own box "Experimental". This looks a bit
cleaner than just plonking "EXPERIMENTAL" in the checkbox label.
This should only be used to change and recalculate region sizes in a DPI
independent way. To get the size with DPI applied, ARegion.winx/y should
be used instead.
Added note on this in comment.
When text drawing is disabled in the viewport the color of the sculpt
brh is set to the last used one. In th Light theme this is black what
makes it totally not visible.
This change will render the brush text using `TEXT_HI` as this is the
last one set when the text overlay is on.
The issue was caused by special handling of animation update after
manual edits in frame_post handler: to avid loss of manual edits
done on top of animated property. This was done as a separate pass
for non-animation update after frame_post did modifications.
This caused some other side-effect: non-modified animated property
was re-setting to the value which is used in the viewport.
Idea of this solution is simple: preserve values which came from
animation update through copy-on-write process. The actual process
of this is a bit involved: need to decode RNA path and do it twice
since f-curve might point to a sub-data which pointer will change.
Since this is only done for non-active depsgraph (aka depsgraph
used for render pipeline) this is probably fine since all this
extra overhead is just a fraction of overall render process.
Differential Revision: https://developer.blender.org/D6330