'Fixes' the "curveprofile" case of #137870, by immediately crashing
on nullptr access instead of allowing readfile code to further access
memory detected as invalid (which would most likely lead to a crash
later anyway).
I don't think we can expect readfile code to gracefully abort at such a
low-level error detection, not without using some form of exception
handling at least? Otherwise the whole readfile code would have to
constantly check for invalid flag in the Mains.
Pull Request: https://projects.blender.org/blender/blender/pulls/138145
These were handled mostly completely outside of IDManagement code, yet
(ab)using the same ID management system in some cases, adding hacks to
address some issues, etc.
Also address a similar issue in the eevee lookdev `LookdevWorld` code.
Since initializing pre-allocated (or static) buffers as valid IDs is not
currently supported, and these use-cases do not seem common enough to be
worth supporting it currently, instead switch to storing allocated IDs
into static pointers.
This allows to use proper 'out-of-main' ID creation code API.
NOTE: There are still some remaining issues, especially in the GP
material BKE api. These are noted in comments for now, as it would be
out of scope to address them in this commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/138263
Comparing paths is tricky, especially when different operating systems
are involved, with different slashes, encodings, etc. So often a string
comparison is not good enough. Use asset weak reference comparison for
this case, which performs more careful path comparisons.
Not sure if this makes a difference in practice. But it might solve some subtle
issues, and it makes some more sense semantically. So I think it's worth
trying. Originally I was hoping this would fix#123508, but apparently didn't
Pull Request: https://projects.blender.org/blender/blender/pulls/127685
Implemented the VKSamplers based on the documentation in GPU_texture.hh.
They used to be reversed engineered from the OpenGL backend, however
Vulkan has better control over mipmap filtering and OpenGL needed to
combine some flexibility inside the min/mag filtering.
Changes:
- Mipmap filtering was always on, not only when `GPU_SAMPLER_FILTERING_MIPMAP`
is used.
- Mipmap filter mode is always set to linear. This is not according to the
documentation, but matches OpenGL and the render tests.
Fixes#136439, #138111
Partial fix#137436 - seam isn't there, inf can still be part of the
texture.
Pull Request: https://projects.blender.org/blender/blender/pulls/138313
This patch removes the Use Alpha option from Composite and Viewer nodes.
The reasoning for the removal is as follows:
- It has an unintuitive complicated design at the moment.
- If the Alpha Input is unlinked, the output alpha is not adjusted
even if Use Alpha is enabled, leaving users wondering why their
adjustments have no effect.
- Disabled Use Alpha means output an opaque image, that is, it
actually means Ignore Alpha. Which is confusing because users might
think that it controls alpha adjustments based on input.
- It always does alpha replacement without premultiplication, which is
not clear to the user and is not what the user wants in most cases.
- Adding a Set Alpha node before the output is pretty easy and clear, so
the option seems redundant considering the above.
Pull Request: https://projects.blender.org/blender/blender/pulls/138309
Update descriptor pool sizes to be better for smaller scenes. Creating,
resetting and destroying pools are expensive operations. In smaller
scenes this can lead to lower performance.
The improvements may differ per platforms or not be visible.
Pull Request: https://projects.blender.org/blender/blender/pulls/138300
The "material_index" attribute is expected to exist by many operations,
but that is not always the case. Using a fallback value prevents crashing
in case the attribute has been removed. A default material is already
supported when the index is not in range of the actual material slots on
an object or grease pencil data block respectively.
Pull Request: https://projects.blender.org/blender/blender/pulls/138303
Wrong since the Overlay Next implementation in ce28af7352
We cannot write to things like `.xy()`, these are for reading only.
Not aware of a version that is for writing, so for now, write to [0] and
[1] separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/138310
Navigating with mouse executes the respective modal function where it
handles autokeying the locked camera. But navigating with trackpad just
executes invoke function (for eg: see event_code in `viewrotate_invoke_impl`).
To fix this, Call `ED_view3d_camera_lock_autokey` inside invoke() to handle
autokeying.
Pull Request: https://projects.blender.org/blender/blender/pulls/138179
Allow assign/select operators to execute when armature tab is pinned.
For assign operators, pinned armature should be active in 3D view
because we cannot assign bones of one armature to the bone collection of
different armature. Added extra condition in poll function to control
the above case.
For select operators, use `ED_armature_context` to obtain pinned Armature.
These operators are now hidden in object modes.
Pull Request: https://projects.blender.org/blender/blender/pulls/137587
Reordering layers via drag-and-drop in the layer tree couldn't be
undone. With this patch an undo step is pushed when the layer order
changes via drag-and-drop, so the action can be undone.
Pull Request: https://projects.blender.org/blender/blender/pulls/138214
The use-case of this blend mode is to be able to make parts of an
viewport overlay transparent.
The future user of this blend mode is sequencer preview drawing
where frame will be drawn to an HDR render frame-buffer, and overlays
drawn on-top. In a way it is similar to the image engine, but without
need to have custom shader.
Ref #138094
Pull Request: https://projects.blender.org/blender/blender/pulls/138307
Currently unused, but allows areas outside of DRW to render to the
color render and depth texture.
The primary user of this new API will be Sequencer preview to draw
HDR images.
Ref #138094
Pull Request: https://projects.blender.org/blender/blender/pulls/138306
Resolve a theoretical null pointer de-reference. In practice this is
unlikely as the result of `fd->file->read()` would need to fail to read
the requested data from memory.
Also use `UNLIKELY(...)` with checks that the expected amount of data
could be read.
After 5f7d5c0809, just translate gizmo is listening to protection flags
in global orientation. Commit doesn't specify the reason behind the
change. It intentionally ignores scale/rotate lock flags in global
orientation. Added a code comment to explicitly mention the reason
behind it.
Resolves#116666
Pull Request: https://projects.blender.org/blender/blender/pulls/133286
We recently pulled in the upstream patch to address the incorrect
validation error we were experiencing. This was the only test which
previously required the validator to be disabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/138289
Calling `brush.asset_save_as` both creates an asset and also activates
the corresponding brush. When run while Blender is in background mode,
the `active_tool->runtime` field may be null. To avoid crashing in this
case, check for null when comparing active tool data.
Pull Request: https://projects.blender.org/blender/blender/pulls/138245
This PR adds an option to only show the onion skins of the active
object. The option is added to the Grease Pencil overlay menu in the
3D viewport.
When enabled, only the onion skins of the active object are shown.
This keeps the viewport a lot cleaner when working with multiple
Grease Pencil objects.
This resolves#136820.
Pull Request: https://projects.blender.org/blender/blender/pulls/137405
Part of #135062.
This PR adds an Auto Normalize option in the Vertex Group panel that
when checked will normalize the other deform-bone vertex groups' weights
when assigning the weight of a deform-bone vertex group. For example if
a selected vertex has the following weights:
| Name | Weight |
|---------|--------|
| Group 1 | 0.2 |
| Group 2 | 0.2 |
| Group 3 | 0.6 |
And the user selects Group 3, checks the Auto Normalize checkbox, sets
the weight to 0.8, and clicks Assign, the new weights will be:
| Name | Weight |
|---------|--------|
| Group 1 | 0.1 |
| Group 2 | 0.1 |
| Group 3 | 0.8 |
Co-authored-by: Andy Beers <acbeers1@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/138133
Add-ons can call a batch draw command for lines using a surface shader.
This is not intended and polylines shaders should be used. This PR
lighten this restriction to automatically replace the shader with the
correct polyline shader, similar to immediate mode.
This change is done inside the python wrapper as internally we should
use the correct polyline shader.
For point shaders we don't have a work around in place and that needs
more discussion. Therefore this is only a partial fix.
Pull Request: https://projects.blender.org/blender/blender/pulls/138138
Overloaded version for utility function `get_item_as()` taking a pointer
as an argument (rather then reference) performs type verification,
avoiding the additional manual check.
Pull Request: https://projects.blender.org/blender/blender/pulls/138067
Initiliaze global context only once per test suite. Test data relevant
to the respective tests is still allocated and freed with every test
case.
Also, `scene->nodetree` will be deprecated in a future PR, so use
`material->nodetree` to test embedded trees instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/137895
This patch removes the Variable Size blur option from the Blur and Bokeh
Blur nodes. So now, whatever the user connects to the size input will be
used, be it variable or constant.
The option previously could be used to force the node to ignore variable
size inputs and assume a size of 1, so it was useless.
Versioning would be difficult, as we don't know if incoming links to the
size input is variable or single. So this is a breaking change. But I
can't think of a real reason why the user might use this option, so this
seems safe from a practical point of view.
Pull Request: https://projects.blender.org/blender/blender/pulls/138261
When a keymap operator is not found, color the label and input field
in red. This can help identify issues when migrating preferences and
some operators no longer exist.
Screenshots in the pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/130675
Similar to !138193
We are going over the `bAnimListElem` nested / multiple times:
- once in `animchannels_rearrange_exec`
- then again in `rearrange_layered_action_channel_groups`
So we are basically just rearranging **multiple times** (unnecessarily
for unrelated actions)
So to resolve, pass the current action to
`rearrange_layered_action_channel_groups`, then skip `bAnimListElem` if
its action does not match the action passed in.
Pull Request: https://projects.blender.org/blender/blender/pulls/138196
Fix an issue where rearranging animation channels ("Move Up", "Move
Down", etc.) would take multiple steps. This was caused by the Action of
these channels being visited multiple times, and each visit taking a
step.
Pull Request: https://projects.blender.org/blender/blender/pulls/138257
The copy/paste function for nodes is offsetting the node centroid to the
mouse cursor. This was skipping direct children of selected frames, because
the node position was originally relative to the frame parent. This behavior
changed in 4bf34d95, which causes child nodes to remain stuck at their
original location.
All nodes should simply be offset now, since their positions are no longer
relative.
Pull Request: https://projects.blender.org/blender/blender/pulls/138252
In a profile of sculpting with the Vulkan GPU backend enabled,
This function made up 0.7% of samples. Since it's just a single
comparison, inlining it should be helpful for the compiler.
Pull Request: https://projects.blender.org/blender/blender/pulls/138210
The initial port [0] incorrectly use `sqrt` where `sqr` was used in the
original code. This mistake was made in two places but the second
causes a significant change in behavior, so this has been left as is
noting the difference in a comment.
Resolve the following issues:
- Use square instead of sqrt when calculating the peak value,
besides following the original implementation it avoids the result
being NAN when "Fetch" is below 30.
- Pass in `sqrt(m_omega)` matching the `omega` argument to
`alpha_beta_spectrum` as well as following the upstream code.
In most cases the user visible changes are subtle.
Ref !137607
Co-authored-by: Nicolas Paris <nicolas.paris490@gmail.com>
[0]: 6ce709dceb
This happend to ungrouped channels and in the case other Actions are
also visible in the Dopesheet (e.g. by having multiple objects
selected).
We are going over the `bAnimListElem` nested / twice:
- once in `animchannels_rearrange_exec`
- then again in `rearrange_layered_action_fcurves`
The inner workings are tied to specific actions from the first loop, but
we are going over FCurves possibly contained in **other** actions in the
second loop. Doing this with the "wrong" action goes wrong (e.g. in
`get_group_or_make_fake` where we try to get a channelbag for an FCurve
slot handle in the "wrong" action).
So to resolve, skip `bAnimListElem` if its action does not match the
action passed into `rearrange_layered_action_fcurves`
Pull Request: https://projects.blender.org/blender/blender/pulls/138193
There were actually two issues here:
1. The dimension reported for armatures were often wildly incorrect,
including negative values and zero!
2. The dimensions reported for objects are supposed to be invariant with
rotation, representing the dimensions along the object's local axes.
However, armature objects' reported dimensions changed with rotation.
The respective causes were:
1. `BKE_armature_min_max()` was using an incorrect formula (acknowledged
in a comment) for transforming the bounding box between spaces. This
worked fine for some of the places that `BKE_armature_min_max()` was
called, since they just reverse the transform using the same(!)
erroneous formula, but it didn't work for others.
2. `BKE_armature_min_max()` first computed the bounds in world space,
and then transformed them into object space, rather than computing
them in object space directly like the respective functions for other
object types. Even when done correctly, this causes the reported
dimension to vary with rotation.
This PR fixes these issues by simply computing the armature bounding box
in object space directly instead.
There is one place in the code base that was directly using the
world-space bounds: `view3d_calc_minmax_selected()`. However, for every
object type other than armatures, it takes the object-space bounds and
transforms them (with an incorrect formula!) to world space. So this PR
also changes `view3d_calc_minmax_selected()`'s armature code to do the
same, except with a correct formula.
Note that the reason for using the correct transform formula (departing
from other object types) is that the world-space bounds for armatures
were already correct prior to this PR due to being computed in that
space. Therefore using the incorrect formula has the potential to
introduce regressions in this case.
Pull Request: https://projects.blender.org/blender/blender/pulls/137961
Add a new node to the dependency graph, to act as a single entry point
before drivers are evaluated in parallel.
The node will take all the driven RNA properties, and write their
current value to the property again. This ensures that any implicitly
shared data is copied to ensure writability. Subsequent concurrent
writes by the driver evaluation will then be safe, as the
thread-unsafe part has already been performed.
Fixes: #132423
Pull Request: https://projects.blender.org/blender/blender/pulls/135802
Return separately for each node tree type.
This patch originally started as a refactor to change the logic of
iterating through compositing node trees but we ended up choosing
a different solution so only the small cleanup part is submitted here.
Pull Request: https://projects.blender.org/blender/blender/pulls/138205
This patch turns the options of the Bilateral Blur node into inputs.
In the process, the Sigma Space and Iterations were joined into a single
Size input, previously they were just added together then ceiled to get
the blur size. Furthermore, Sigma Color was renamed to threshold and now
represents the average color difference, not the sum, so it was
previously multiplied by 3.
Versioning and RNA compatibility is not perfect due to joining the two
size options.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/138249
New function called immRectf_with_texco(), which resides next to the other
immRectf utilities.
Currently used in a single place in the sequencer, but it will be used in
a few other places in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/138222
Shrinks the USDPrimReader base class by 24 bytes
- Uses `StringRefNull` in place of a full `string` (prevents additional
runtime allocations)
- The `prim_path` field is only used sparingly, mostly for tracing, and
a few non-perf-critical paths. No use keeping it around when it's
easily, and quickly, accessible through other means.
Pull Request: https://projects.blender.org/blender/blender/pulls/138232