settings
Stabilized ImBuf just needs to use the same colorspace and alpha
settings as the original one.
Maniphest Tasks: T76698
Differential Revision: https://developer.blender.org/D7713
This error was introduced wit the change in commit https://developer.blender.org/rB6a850f3cc840
As the brushes were not created, all modes except Edit were broken.
Now, the brushes and palette are not created when load the file in versioning code, but when the mode is enabled.
Also, if the brush already exist, the parameters are not reset as it was done in the versioning code in order to keep user settings.
The same logic is used for the default palette.
This removes grease pencil brush creation/dat-block delete on load,
since this causes duplicate data-blocks.
Add assert to prevent this happening in the future
since the error is isn't obvious.
This removes the smooth shading rendering from the face set overlay when
smooth shading is enabled.
Reviewed By: jbakker
Maniphest Tasks: T74906, T74622, T75331, T76530
Differential Revision: https://developer.blender.org/D7105
When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.
There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.
In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.
Reviewed By: Clément Foucault, Pablo Dobarro
Maniphest Tasks: T75908
Differential Revision: https://developer.blender.org/D7701
Remove resetting of ID uuid session counter, it is not really needed
anymore, and not trivial to do this properly everytime.
Thanks @brecht for investigating this.
nearest_vertex_co was not reset when a new triangle was intersected by
the ray, so it was always returning the closest vertex to the real
cursor position in any triangle, which was not always the triangle under
the cursor.
Reviewed By: sergey
Maniphest Tasks: T75968
Differential Revision: https://developer.blender.org/D7485
Disable (skip) preftching scene strips if they target 3D scene.
Try to continue prefetching complete frame if disk cache images are found.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7514
Since we re-use same addresses of IDs with newly read data, and never
remap old IDs to 'proper' 'old' ID pointers, it implies that old IDs
being deleted will have many ID pointers to new, valid data that we want
to keep.
In general anyway, code from IDTypeInfo (i.e. low-level ID management
code) should never do anything outside of its own ID scope, we cannot
guarantee that given ID is in fully valid state regarding its relations
to other data-blocks.
There is some hard-to-reproduce scenario when top level
would have masks allocated, but without masks on the sculpt
level.
Need to check proper array before accessing its elements.
The check for top-level masks is done by the caller.
Even though {T76514} is caused by invalid geometry, and thus technically
constitutes a bug in the software that created the Alembic file, I would
like Blender not to crash on importing such a file.
The error in the Alembic file consists of invalid mesh loops, where
consecutive loops refer to the same vertex. The `BKE_mesh_validate()`
can actually correct these errors, so this commit focuses on two things:
- Letting Blender survive the situation until the mesh is loaded, and
- Detecting the error so that `BKE_mesh_validate()` can be called only
when necessary. This ensures there is only a minimal impact on
performance when loading actually valid data.
Differential Revision: https://developer.blender.org/D7703
Reviewed By: JacquesLucke
A better fix would probably be to check if the value is animated,
but I'm not sure how to do that.
Reviewers: zeddb
Differential Revision: https://developer.blender.org/D7692
- no sockets on Frame nodes
- no Input sockets on Group Input nodes
- no Output sockets on Group Output nodes
Maniphest Tasks: T76538
Differential Revision: https://developer.blender.org/D7671
Original code for copying strips tried to change strip name 2 times before
copying and once again after pasting.
Store structs in clipboard in unchanged state, so we can reference data after
pasting easily.
Better method would probably be storing animation data in clipboard as well,
so we can copy animated strips even between scenes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7638
Adding recursive scenes has been disabled, but old files still can be opened.
Add check if scene will render itself.
Opening such file will produce warning on open and error on running render.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7562
This adds support to the Link modifiers data. This was missing.
Also I did a small cleanup using LISTBASE_FOREACH macro.
Related to T76478
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7643
Was flipping around the 0-1 range, now (optionally) flip around each tile.
Also added this option for BMesh bmo_mirror.
Reviewed By: campbellbarton
Maniphest Tasks: T75793
Differential Revision: https://developer.blender.org/D7460
`BKE_sequencer_prefetch_get_original_sequence()` didn't look in metas
and returned NULL. This caused crash in disk cache that was trying to
read seq->name.
Add function that will look in meta strips recursively and condition
that seq must not be NULL.
Reviewed By: brecht
Maniphest Tasks: T76033
Differential Revision: https://developer.blender.org/D7597
This is to improve the case of T71055 where curves share the same batch
cache when they shouldn't.
This however, does not help to fix edit mode display.
The real fix would be to have a similar handling to what the mesh modifiers
do and duplicate the whole Curve data. But this is too much work/change for
the 2.83 release.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7569
Done also in 2.83 release branch to avoid too much conflicts on merging
(some of those were already done for nodes in master, and gave me
conflicts yesterday...).
During scene copy modifier mask strips are relinked to point to strips in
new scene. If strip used as mask is in different seqbase, this can fail,
if seqbase is not copied yet.
Add SEQ_DUPE_IS_RECURSIVE_CALL flag to avoid relinking modifiers during recursive call.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7412
This hides the original metaballs when they are used in
duplifaces/-verts instancing, and still shows the instanced metaballs.
The visibility of the original metaballs is now determined by the
visibility of the instancer. I'm not too thrilled about this, but at
least it gives users the ability to show/hide the metaballs for
viewport/render.
Differential Revision: https://developer.blender.org/D7478
The old Subdivide button was behaving as if subdivision modifier was
applied on top of the multires. This was the source of shrinkage since
the behavior of the limit surface: limit surface of a sparse point
from another limit surface makes final result appear smaller.
The new behavior is based on propagating delta against base mesh's
limit surface to the top level. Effectively, this is as if we've
sculpted on old top level and then propagated to the new top level.
Differential Revision: https://developer.blender.org/D7505
This fix the issue by introducing a default material only for collection
holdouts. This avoids hash colision when the same material is used in
collections without holdout enabled.
This is a regression introduced in rBa0fe22095e6d9b8b194c2cf6f9a7c7b419d7e61c.
I changed it so that the velocity with the highest magnitude is considered and
not the highest value per coordinate.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7502