Now the grid matrix is calculated when the shading group is created.
Also, the grid pass is only created when needed and reduce memory usage when the scene is not using grease pencil objects.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5966
Caused by 5c79f2d0fb.
If no valid node_start is provided, we can just skip (e.g.
'ntree_shader_bump_branches' is not done then, but this is not
neccessary without a valid eevee output node anyways...).
Maniphest Tasks: T70441
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5969
At the moment, grouping a single node that has hidden sockets, exposes all
sockets in the node group. This patch just filters hidden sockets, so that
the node group's interface remains the same as the node being grouped.
Differential Revision: https://developer.blender.org/D5533
Produces almost the same result but takes in account all the edges instead
of only four, which gets rid of the need to select specific edges. Also,
added a check to prevent it from destroying boundaries.
Differential Revision: https://developer.blender.org/D5763
This is not actually fixing the real issue here, PackedFile structs are
never supposed to have a NULL pointer - and in that monster .blend file,
the pointer is not NULL, but the actual data chunk has been lost
somehow, so it gets NULL during read process.
Very unlikely we ever know how such corrupted .blend was created though
(there's probably a fair chance that this is not even due to a bug in
Blender, but rather a glitch in filesystem or something).
So for now, ensure at read time that we get a coherent state (i.e.
remove any read PackedFile that would have a NULL data field), and add a
few asserts in relevant code to check we never get NULL data pointer
here.
This applies to all paint modes except sculpt and grease pencil brushes.
When painting color or weight it's best to paint the color
the user has selected, without them having to make multiple strokes.
Update image undo to store buffers for each step:
- Undo buffers share tiles to avoid using too much memory.
- Undo support for different sized buffers
allowing operations such as crop or resize.
- Paint tiles have been split into separate API/storage.
- Painting speed wont be impacted significantly
since storing the extra tiles is done after the stroke & only
for the first undo step.
Resolves T61263, see D5939 for details.
The core of the issue here is that 'make single user' functions still
does its own, manual and quite partial, remapping of IDs, which covers
all most common cases but cannot consider *all* possible ID usages
(especially when it comes to drivers or custom properties, that can
essentially point to any kind of data-blocks).
This fix is merely a band-aid, there is no way to fully solve this
without a complete rewrite of that area of code to make use of modern ID
management code.
present
Selection state of lattice points as well as their weight were not kept
when going in and out of editmode, code would just copy positions.
Now copy the whole BPoint instead.
Reviewers: campbellbarton
Maniphest Tasks: T70376
Differential Revision: https://developer.blender.org/D5948