The previous fix to the width modes Percent and Absolute did
not take into account that with limit mode Weight, the amount
needs to be scaled by the bevel weight of the beveled edge in
question. (Sometimes there are two beveled edges in question,
in which case an average is used.)
The previous fix to the width modes Percent and Absolute did
not take into account that with limit mode Weight, the amount
needs to be scaled by the bevel weight of the beveled edge in
question. (Sometimes there are two beveled edges in question,
in which case an average is used.)
This was caused by a use after free. The issue was that the motion steps
were successfully gathered but failling the last vertex count check,
discarding the copied VBOs but not removing the reference of the first
VBO which was passing the test.
This solution replaces {rBf9e994d0f463}.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
This new solution makes the rotate operator use the negative vector of the
axis.
This reverts commit f9e994d0f463abb87761591e30c47a9613be6cca.
And fixes T85227.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
In the operation of adding reroute node to the intersection with the
gesture segment, each rerount was added to the middle of two points that
are part of the segment.
Now add the reroute point to the intersection position.
Maniphest Tasks: T85149
Differential Revision: https://developer.blender.org/D10247
When the displacement space is set to SHD_SPACE_WORLD, the GLSL method
"node_displacement_world" is used instead of the "node_displacement_object" method. The two GLSL methods:
```
void node_displacement_object(
float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
{
N = (vec4(N, 0.0) * obmat).xyz;
result = (height - midlevel) * scale * normalize(N);
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
result = (height - midlevel) * scale * normalize(N);
}
```
In contrast to the "node_displacement_object" method, the "node_displacement_world"
does not require an "obmat" parameter. Attempting to still pass "GPU_builtin(GPU_OBJECT_MATRIX)"
as additional parameter will result in a memory leak. The "GPUNodeLink" allocated in
the "GPU_builtin" method will never get released.
Fixes T83941 Memory leak when using the Displacement shader node in Eevee with the displacement
space set to "World Space"
This change removes copy-on-write operations from ID nodes which do not
need copy-on-write.
Should be no functional changes, as before the copy-on-write operation
would do nothing for those nodes anyway.
Building IDs which are not covered by copy-on-write process was not
implemented, which was causing parameters block not present, and, hence
causing crashes in areas which expected parameters to present.
First part of this change is related on making it so Copy-on-Write is
optional for ID nodes in the dependency graph.
Second part is related on using a generic builder for all ID types
which were not covered by Copy-on-Write before.
The final part is related on making it so build_id() is properly
handling ParticleSettings and Grease Pencil Data. Before they were not
covered there at all, and they need special handling because they do
have own build functions.
Not sure it worth trying to split those parts, as they are related to
each other and are not really possible to be tested standalone. Open
for a second opinion though.
Possible nut-tightening is to re-organize build_id() function so
that every branch does return and have an assert at the end, so that
missing ID type in the switch statement is easier to spot even when
using compilers which do not report missing switch cases.
As for question "why not use default" the answer is: to make it more
explicit and clear what is a decision when adding new ID types. We do
not want to quietly fall-back to a non-copy-on-write case for a newly
added ID types.
Differential Revision: https://developer.blender.org/D10075
Previously this relied on the dependency graph to detect changes in the screen
datablock, which would then notify the renderers. This was rather indirect an
not even really by design. Instead use notifiers to tag specific 3D viewports
to be updated.
Includes changes to BKE_scene_get_depsgraph to accept a const Scene pointer.
Testing if this works correctly requires adding back commits 81d444c and 088904d,
since those have been temporarily reverted.
Differential Revision: https://developer.blender.org/D10235
The grease pencil merge depth shader is designed to only work correctly
in octographic mode. The uv coordinates used `noperspective` attribute.
Somehow this doesn't lead to render artifacts on most platforms and was
only detected on OSX + AMD cards.
This fix would calculate the uv coordinate inside the fragment shader
and isn't passed along from the vertex shader.
Thanks to Sebastián Barschkis for providing the hardware and time and
Clément Foucault for helping out with the final fix.
Removes two unused --debug-gpu command line flags (unused as in, does nothing):
* `--debug-gpumem`: Unused since c08d84748804, the info is now available in
the status-bar if enabled in the Preferences. Initially added in
fec317de8d57.
* `--debug-gpu-shaders`: Unused since 216d78687d2b, double checked with
Clément, he says it's not that useful nowadays. Initially added in
fec317de8d57.
Addresses T83954 and T83953.
Differential Revision: https://developer.blender.org/D10244
Reviewed by: Clément Foucault
Commit 6e74a8b69f215e63e136cb4c497e738371ac798f changed the denoiser input passes default to
include the normal pass. This does not always produce optimal images though, hence why the
default was previously set to only include the color and albedo passes. This restores that behavior, so
that viewport denoising with OptiX produces the same results as before.
This commit fixes T84588's second issue. The `particle` parameter was
declared optional in the Python API of `bpy.types.ParticleSystem.uv_on_emitter`
due to a typo in the RNA definition. This commit marks it as required.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10127
Introduced with swapped axis in rB0d67eb277f9b.
Similar was fixed for the translate gizmo in rB567212c3434a.
Now do the same for scaling as well.
Maniphest Tasks: T85169
Differential Revision: https://developer.blender.org/D10245
When this behavior was added it made sense,
since then show_edges has changed to make edge-display more subtle
(see 1a4b60c30db319b71bdc2e2fed2612c873fa8757) instead of removing
edge-selection display entirely.
For jpeg, an image.resolution was always based on the default 72dpi, now
read the pixel density from the jpeg_decompress_struct, convert
according to unit and store in IMBuf's ppm.
Not 100% sure of all implications tbh., files I have checked seem to work
as expected now in the context of the report.
Maniphest Tasks: T84661
Differential Revision: https://developer.blender.org/D10166
If a force field was of type "Texture", any changes of that texture (e.g.
its type - as reported in T85139 - or also its properties) were not
properly updating rigid bodies and particle systems.
Now ensure that texture is actually in the depsgraph and set up relation
accordingly.
Also fixes T75198.
Maniphest Tasks: T85139
Differential Revision: https://developer.blender.org/D10234
Don't overwrite environment variables that may
contain options like suppression files, symboliser etc.
It's similar to rBa181b156399a13fa429159112e30c8005d5e8a59
and rBA589d13408a60cbec34a8bc3cc798c586043743ae .
For Blender Add-ons repo, see the equivalent in D9816.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D9815
- Grey out in wire/xray display.
- Expand the description for when this is used.
While this is working, the intended behavior wasn't clear,
address T85177.