Update the batch specializations compilation to allow using it in an
async way.
The implementation has 2 main limitations:
- Only one batch at a time can be processed, extra batches will be
added to a queue.
- Binding a specialization variant that is still being compiled will fail.
Pull Request: https://projects.blender.org/blender/blender/pulls/123015
With the recent change for labels to be black when not active/selected,
the hardcoded colors of missing media/data-blocks make it hard to read.
- Use a lighter color just like muted strips.
- Makes active/selected muted strips draw labels in full opacity, for consistency.
- Make muted strips a little less gray (50% instead of 80%)
Pull Request: https://projects.blender.org/blender/blender/pulls/123494
There is some special code in the Object's freeing which did
special checks for SubdivCCG based on the evaluated mesh state.
If the depsgraph is destroyed prior to the evaluated object it
makes object to access freed components of ID node.
The fix makes it so the evaluated ID is freed prior to freeing
components.
From the user perspective, the transform tools in editmode and
sculptmode look like the same tools, the equal behavior could be
expected.
So now set vertices on the mirror axis (check with the same epsilon as
editmode transform) while transforming, replicating what
`mesh_transdata_mirror_apply` does.
Pull Request: https://projects.blender.org/blender/blender/pulls/123428
While the evaluated result is not well defined, we expect Blender to not crash
when there are dependency cycles.
The evaluation of one object often takes the evaluated geometry of another
object into account. This works fine if the other object is already fully
evaluated. However, if there is a dependency cycle, the other object may not be
evaluated already. Currently, we have no way to check for this and were mostly
just relying on luck that the other objects geometry is in some valid state
(even if it's not the fully evaluated geometry).
This patch adds the ability to explicitly check if an objects geometry is fully
evaluated already, so that it can be accessed by other objects. If there are not
dependency cycles, this should always be true. If not, it may be false
sometimes, and in this case the other objects geometry should be ignored. The
same also applies to the object transforms and the geometry of a collection.
For that, new functions are added in `DEG_depsgraph_query.hh`. Those should be
used whenever accessing another objects or collections object during depsgraph
evaluation. More similar functions may be added in the future.
```
bool DEG_object_geometry_is_evaluated(const Object &object);
bool DEG_object_transform_is_evaluated(const Object &object);
bool DEG_collection_geometry_is_evaluated(const Collection &collection);
```
To determine if the these components are fully evaluated, a reference to the
corresponding depsgraph is needed. A possible solution to that is to pass the
depsgraph through the call stack to these functions. While possible, there are a
couple of annoyances. For one, the parameter would need to be added in many new
places. I don't have an exact number, but it's like 50 or so. Another
complication is that under some circumstances, multiple depsgraphs may have to
be passed around, for example when evaluating node tools (also see
`GeoNodesOperatorDepsgraphs`).
To simplify the patch and other code in the future, a different route is taken
where the depsgraph pointer is added to `ID_Runtime`, making it readily
accessible similar to the `ID.orig_id`. The depsgraph pointer is set in the same
place where the `orig_id` is set.
As a nice side benefit, this also improves the situation in simple cases like
having two cubes with a boolean modifier and they union each other.
Pull Request: https://projects.blender.org/blender/blender/pulls/123444
During the strips redesign it was tested to go with drop shadows but
in practice and based on user feedback it looks better without.
- Remove drop shadow.
- Use white text for active/selected strips, black for unselected.
Pull Request: https://projects.blender.org/blender/blender/pulls/123487
EEVEE stores light probes using octahedral mapping. Compared to the previous
cubemap storage octahedral has less pixels. The 64x64 is becoming useless
and can be removed. This PR also enables generating light probe maps upto 4k.
Some issues were found: the offset of the sphere inside the atlas
was always set to mipmap level 0 offset. This was hidden because of the texture
wrapping. Also the offset was substracted from the local texture
coordinate when calculating the direction of the pixel. Might be that due
to the incorrect offset (mipmap level 0), the latter issue was never detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/123074
The offset was only 0.5 which centered the gather
sample exactly on the first pixel of the quad.
With floating point arithmetic differences on Nvidia
this lead to the wrong set of texture pixel being
fetched by gather.
Using the coordinate at the center of the quad fixes
the issue.
Fix#123262
With selected strips, it is not clear where one of them begins and another
ends since their outlines are right next to each other.
This changes strip look so that:
- All strips have consistent dark 1pt outline at the outer edge.
- Selected strips have 2pt highlight inside said outer edge.
- Selected strips also have a 1pt wide 33% opacity darker line inside the
selection highlight (and inside possible handles). To improve readability
in case strip content happens to be similar to selection/active color.
Images in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/123431
Almost certainly not an issue in current codebase (this 'copy' version
of `MEM_cnew` does not seem much used in the first place), but better be
consistent with the 'allocating' version.
Pull Request: https://projects.blender.org/blender/blender/pulls/123445
Sync a bit better the checks on the alignment value between
`MEM_lockfree_mallocN_aligned` and `MEM_guarded_mallocN_aligned`.
The only significant change, in `MEM_guarded_mallocN_aligned`, is the
usage of `ALIGNED_MALLOC_MINIMUM_ALIGNMENT` instead of 'magic value' `8`.
This should not have any effect on 64bits platforms, but on 32bits ones
the minimum alignment would be reduced from `8` to `4` now.
NOTE: we could also consider making these checks part of a utils
function, instead of duplicating them in the codebase.
When installing from disk, include remote repositories in the list.
- Works with drag & drop from file system.
- This is the only way to "downgrade" an extensions.
Extensions in remote repositories that have no remote entries (orphans)
are now listed in the UI and the "list" sub-command.
Required for installing into remote repositories from disk (see #122302)
Details:
- Consistent ordering (local, remote) arguments.
- Use zip(..., strict=True) when sequences are expected to be aligned.
This required various compiler and SDK updates
* HIP on Windows updated to 5.7.3
* HIP on Linux updated to 6.3.1
* HIP-RT updated to version 2.0.e1ff193
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/123256
Add-ons may attempt to load the GPU module in background mode when no GPU
context has been initialized yet. This would give an error on import.
If then later the GPU context does get initialized, for example for a
render engine, import would still fail as the module is cached.
This reverts commit d7f124f06f3fda59523ed05f12d1f4af6a523ba6, and again
throws errors in methods and constructors instead of module import.
Pull Request: https://projects.blender.org/blender/blender/pulls/123395
This was previously attempted in #109518 and reverted in #112234. Now do
both the changes in the mesh and material export, and make it an option
in USD export. Hydra always renamed to "st" and continues to do it.
Fix#122800: Missing textures with MaterialX materials
Pull Request: https://projects.blender.org/blender/blender/pulls/123326
Dropping an extension URL for an incompatible package displayed the
"Unknown Repository" dialog.
Resolve by detecting the case of an unknown package being dropped from
a known repository. Noting the package may not be compatible.
This fixes#121695. `float4x4` matrices are generally expected to be 16 byte aligned.
Currently, there is no mechanism (afaik) that allows allocating these overaligned types
when loading files from disk. This patch adds an array with alignment information for
each type in `SDNA`. Currently, the alignment is just `__STDCPP_DEFAULT_NEW_ALIGNMENT__`
for all types and is manually set for the `mat4x4f` DNA type. The .blend file format is
not changed at all. The alignment information is purely runtime data.
In the future it would probably be good to generalize this a bit more instead of
hardcoding the alignment for `mat4x4f`, but would make it unnecessarily complex for
now because this is intended for the release branch.
Pull Request: https://projects.blender.org/blender/blender/pulls/123271
Current look of VSE timeline view strip transformation handles makes them
somewhat "too narrow", especially after recent changes that made them
more narrow than before (handle tweaking feature) and a strip visual change
that made strip outline not go outside of strip bounds. They are now just
2px wide, effectively.
This changes their look as outlined in #123332 design task:
- The inset dark line is no longer over the handles, but rather "inside"
of them (except when handles are semitransparent, i.e. for strips that
are not selected).
- The handles themselves have rounded corners.
Pull Request: https://projects.blender.org/blender/blender/pulls/123391
Timeline markers get a default name of "F_<frame>" when creating with
`marker.add`, but an empty name with `marker.camera_bind`.
Because the name of the current frame's marker is displayed in the
viewport statistics, such markers appear as "<>" after the name of the
active object, which is confusing.
This change gives the same default name of "F_<frame>" to markers
created this way.
It also cleans up a comment in the line copied from, as that line was
introduced in late 2008 so probably not so temporary.
Pull Request: https://projects.blender.org/blender/blender/pulls/122968
Now the `uiBlock` array for node is indexed with `node.index()` instead
of the draw-index which is not as readily available in some cases.
The main alternative would be to create an extra map from node index
to draw-index but that doesn't seem worth it right now.
Now the strip outline (1 point for unselected strips, 2 point outline +
1 pt dark inset) takes monitor DPI / user preference line width into
account, via the usual U.pixelsize machinery.
Pull Request: https://projects.blender.org/blender/blender/pulls/123369
Resolve regression in [0] which incorrectly replaced
`WM_event_modal_handler_region_replace` with
`WM_event_ui_handler_region_popup_replace`
causing a crash when accessing dangling pointers.
Resolve by restoring the call to clear modal handlers regions.
Ref !122922
[0]: b25eefbf9acb51df61bb264686d9da42d2499e18
This was a missing block of the TAA implementation.
TAA jitter and reprojection have a tedency to soften
the texture. Add a 1.5 bias to make them a bit sharper.
Note that this is a bit different than the usual TAA
blurring. In final render we don't do reprojection
so it is only because the texture filter (box filter
from the LOD) is applied at the same time than our pixel
filter (blackmann-harris). It is less noticeable than
the normal TAA blur, but still blurs ~2px instead of
1.5px.