Workspaces [FILTER_ID_WS] were in the `Environment` category
IDFilterBoolean, whereas they are in the `Miscellaneous` category in
`rna_def_fileselect_asset_params`.
Make this consistent ['Miscellaneous'] in both cases.
(note this was already done in rB2c317457cbf2 for the file browser case)
Spotted while looking into T83983.
Maniphest Tasks: T83983
Differential Revision: https://developer.blender.org/D9911
Use the BMesh symmetrize operator instead of using the modifier code.
While we could support shape-keys with the existing code used by the
mirror modifier, we'd need to add code-paths for evaluated mesh & bmesh
conversion to handle shape-keys differently just for this one case,
since we want to avoid copying & processing shape-keys layers for
evaluated meshes in general.
of islands in vertex mode if "UV Sync Selection" is on
Caused by rB72b422c1e101: UV: support select linked with sync-select in
vert/edge modes
If you had island selection mode enabled in the UV editor with UV Sync
Selection off, and switch UV Sync Selection on, then in vertex selection
mode all bulk selection ops (box, circle, lasso) will be selecting whole
islands.
Prior to culprit commit, for sync selection ON plus island selection ON,
BM_uv_vert_map_create would always return a NULL vmap (it was called
with `use_select` = True, no faces tagged selected). After said commit,
for sync selection ON plus island selection ON, BM_uv_vert_map_create
would return a valid vmap (it is now called with `use_select` = False,
no faces tagged selected - but if `use_select` is False, all UVs will be
added here).
If I am not mistaken, it is never wanted to actually select islands with
box/lasso/circle when sync selection is turned ON [after all you dont
have the UI for it showing], so solution is now to check for this
earlier and not even call uv_select_linked_multi in those cases. (Maybe
in the future this can be unified and we dont need separate selection
modes fo UV and 3D?)
Maniphest Tasks: T84018
Differential Revision: https://developer.blender.org/D9917
The property split layout was broken when the bone dialog appeared,
because the name field was not set. Theoretically property split should
work in this case, but it makes sense to use the label anyway.
In the report, the geometry is copied because it has two users and the
final join node needs to write to it. The join node also happens to
remove attributes apparently, because it exposed a mistake in the "copy"
method of the `MeshComponent` class. The copy is supposed to be
a deep copy, but the vertex group name map was not duplicated.
Differential Revision: https://developer.blender.org/D9991
If there was a control point at an extreme position when drawing a curve
profile (in the bottom corner), the fill's trianglulation could fail, giving
a misleading view of the curve. This is because the extra points added to
create a closed shape were exactly on the border of the view.
This commit adds a small margin to those points, so the triangulation
doesn't fail because the line overlaps itself.
Another possible solution is to use a different algorithm to fill
the polygon, such as scanfill, which is used by curve objects.
This seemed simpler, and seems to work fairly robustly.
Differential Revision: https://developer.blender.org/D9989
Since the `TransData` converted from vertices is the same used for other
transform modes (Move, Rotate, Resize), the logic used for mirroring
focused only on the position of the vertices.
The solution here is to create a specific `TansData` for `CD_MVERT_SKIN`.
When building opensubdiv with more aggressive optimization flags
(-march=native -02) the output meshes would differ a bit from what we
expected in the current automated modifier test file.
The differences in vertex position is within the 1e-6 range, which I
would call is acceptable for floats. In addition to this, all the
modifier test that tests the subdiv modifier in particular pass without
any modifications. I've updated two tests in the modifier test file and
script to make it pass (listed below).
Updated following test categories:
1. Decimate test
Here there was a subdiv modifier applied before the actual decimate
modifier. Because the decimate modifier creates a queue of potential
vertices it can remove, it is highly sensitive to even small changes as
it drastically changes in which order the vertices are decimated in.
As this test should only be testing the decimate modifier, I pre-applied
the subdiv modifier in the test file.
2. RandomCubeModifier
For these tests I removed the subdiv modifier as well. As with decimate,
a small change in vertex position here can lead to quite different
results.
Reviewed By: Sergey, Bastien
Differential Revision: http://developer.blender.org/D9004
This was introduced in rBe5c0d4613a8943c712b57fb336997ecd78e6508e.
The issue is that the new fluid system does not use the pointcache
system for caching anymore, but still relies on pointcache for
other things. For example, it uses DEG_add_collision_relations
which internally creates relations with pointcache. Not sure if
there are other issues.
Ideally, this dependence should be resolved in one way or another
at some point, but that is out of scope for this fix.
Differential Revision: https://developer.blender.org/D9984
Reviewers: brecht
When in edit mode, the edit lines for de-selected surfaces did not
show up.
The bug was caused by the is_gpencil bool which reused another flag.
Both grease pencil and nurbs surfaces use the edit_curve_handle shader.
A dedicated flag was added to make sure the is_gpencil bool is
set correctly.
Reviewed By: fclem
Maniphest Tasks: T84260
Differential Revision: https://developer.blender.org/D9985
Regression introduced by {c766d9b9dc56}. When converting the vertex
buffer to a texture buffer the fetch mode wasn't checked and the short
was bitwise interpreted as a float. This change checks the fetch_mode
and select the correct texture buffer.
This could also be added to other places when needed. At this time it is
only added here to support vertex colors when used with hair particles.
THe high quality normals work around is enabled for Polaris cards using
the official drivers. Since driver version 2.11.2 they fail to render
using low quality normals.
The detection of polaris cards is done by matching the opengl renderer.
The renderer strings have been extracted from various reports linked to
{T82856} but isn't complete as some reports are missing the exact
renderer as users don't always report via the help menu.
This change makes it possible for platforms to only support high quality
normal rendering. This is part of {T82856} where current AMD drivers
running on the polaris architecture does not support the low quality
setting due to a driver bug.
In a next commit the work around will be enabled.
This adds high quality normals for non meshes. These include
* Volumetric Object Wireframe
* Metaballs
* Extracted Curves
* Curves in edit mode
This is in preparation to fix a regression in recent AMD
drivers where the `GL_INT_2_10_10_10_REV` data type isn't
working in Polaris cards.
Since the introduction in 2c23bb8389,
these were set to 10000 each.
This seems like an arbitrary limit (BKE_image_scale / IMB_scaleImBuf
don't have limits and I couldn't spot similar size restrictions in
image relating functions), now match what we do for creating images
(rna_Main_images_new), use INT_MAX.
Ref D9950
While it's never NULL at the moment, checks elsewhere in this function
support passing in a NULL filename, so keep this working as intended
in case RNAProcessItem.filename is NULL in the future.
- Remove ternary operators when both values are the same.
- Remove break after return.
- Remove redundant NULL checks for code which handles
those cases immediately beforehand.