- Added support for Point3* and Normal3* attributes as CD_PROP_FLOAT3.
- Caught the last two quaternion formats.
- Silenced prints on quaternion and string formats, as they are known unsupported attributes.
This pull addresses https://projects.blender.org/blender/blender/issues/112294.
The test file provided for that issue now only generates one error, which I believe
is important to keep.
Co-authored-by: Charles Wardlaw <kattkieru@users.noreply.github.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/112298
When using Voronoi shader nodes on legacy Intel platforms (HD4400) Blender would crash
due to a driver bug. The bug is related to generating the `fractal_voronoi_x_fx` functions.
It doesn't effect all drivers, but mainly from vendors that don't allow installing the official
intel drivers.
We have tried several approaches including using unique function names and unroll only the
function of the body. But none worked on the failing platform.
In the future we could solve this by including our own GLSL compiler, but that is still very
experimental and requires a lot of testing.#113938
Pull Request: https://projects.blender.org/blender/blender/pulls/113834
Regression from [0] where the key-map was attempting to load preferences
for key-map items for add-on operators which were not yet defined.
Resolve by postponing keymap updating until after loading add-ons.
[0]: 6de294a1915217c4711def25532d3d4b728b84d1
The main goal of this patch is to turn `node.inputs[...]` and `node.outputs[...]` into
the main way to lookup sockets on a node. Currently, it's used for that sometimes,
but often it is not, because it does not work in all cases. More specifically, it does
not work when a node has multiple sockets with the same name but different
identifiers, which is relatively common.
This patch proposes to make the string lookup more convenient, more useful and
less prone to breaking after changes in Blender.
This is achieved by changing how the lookup works:
* First, it tries to find an available socket with an identifier that matches the given
key. This is checked first, it makes sure that every socket can be accessed by its
identifier. The identifier matching is currently disabled in some nodes where we
want to change identifiers soonish.
* If that didn't work, it tries to find an available socket with a matching name. This
is often convenient because it generally matches what can be seen in the UI.
Furthermore, it's also necessary to avoid breakage with old usages of this lookup
function.
* If both options above didn't work, it checks whether the given key matches any
socket name/identifier that the node used to have in the past, but has been
renamed for whatever reason. This mainly exists to avoid breaking scripts by certain
kinds of changes in the future. This is not included in this patch.
Note, previously, string lookup would also find unavailable sockets. This is disabled
now, because the way we handle unavailable sockets internally is likely to change.
Therefor, any use of unavailable sockets might break (unavailable != hidden). For
the time being, it's still possible to find unavailable sockets by iterating over all sockets.
This change has a small chance to break existing scripts because the behavior
changes for some inputs in some nodes. However, for the cases where the function
is used in practice, I don't really expect any breakage.
This patch also allows us to give a better answer to reports like #113106.
Pull Request: https://projects.blender.org/blender/blender/pulls/113984
Caused by 97f2b01ea9.
Above commit refactored code in a way that it was always early out
(always comparing the current mask value to itself and not the new mask
value).
Pull Request: https://projects.blender.org/blender/blender/pulls/114101
fd9d22ba57d7 introduced `GeometryNodeAssetTraitFlag` (at that time
`GEO_NODE_ASSET_POINT_CLOUD` was the max enum value), then 6da4b87661f0
added `GEO_NODE_ASSET_MODIFIER` (but the max enum value was not changed
accordingly).
Pull Request: https://projects.blender.org/blender/blender/pulls/114092
It's possible to encounter a true 1-channel image if it's coming
directly from, say, a float-value AOV or similar.
This was not accounted for and would cause issues when saving the image
out to a 3 or 4 channel format (wrong values) or when saving out to
another 1 channel format (unnecessary usage of luminance weight values).
Pull Request: https://projects.blender.org/blender/blender/pulls/111577
Last key is drawn on the right edge of the strip, but that is end of
the frame, which it should be bound to. Because of this, drawing code
and operators must consider, that this key is always displaced.
This was not done in 86a0d0015a and caused issues like #113755 that was
fixed incorrectly.
When the output wasn't fractionally scaled but the compositor supports
fractional scaling, new windows were smaller than requested.
Caused by [0] which was incorrectly calculating the non-fractional scale
used by LIBDECOR (which isn't accessible via it's API).
Resolve by only using fractional scaling logic when outputs
have a fractional component.
[0]: 3eda5a114f14d14e1a454d97c9e5496247fe6c21
The issue was that a node was supposed to propagate an anonymous
attribute that is only created further to the right in the tree. This does not
during inferencing, where uses of fields can only come to the right of its
creation. Note, all fields coming out of the repeat input/output node are
new field sources during inferencing.
Now, only field sources that are passed from the outside into the repeat zone
can be propagated from the repeat output to the repeat input node.
Solving this also showed another issue where anonymous attributes are
not properly propagated through a repeat zone where there is no link between
the repeat input and output node. In such cases, data is still propagated between
those two nodes when the number of iterations is zero.
The way we handled activation of view item buttons (which are placed
underneath other buttons) would leave that button in an active state,
giving it priority on the next event handler run. Instead we want to
cleanly exit the button after activation, so that the overlapped chevron
icon can be recognized as hovered again.
Also limit this to mouse press events, since otherwise the tree view
item would toggle the collapsed state on both the press and the release
event.
Choosing "Mark as Asset" from the context menu of the ID selector (ID
template) would always use the selected objects instead of the ID set in
the ID selector. This is because since f22e2bab72, multiple selected IDs
have priority over a single active ID (to give batch editing priority),
and the 3D view context exposes both.
Adds variants of the mark and clear asset operators that only work on a
single ID ("id" context member). Context menus for buttons representing
an ID use this instead. Using an operator property resulted in too
complicated code. Plus the poll function would succeed in cases where
the operator wouldn't be able to succeed. Separate operators keep things
simple and more reliable.
This was caused by the framebuffer incorrectly being recreated
using a byte buffer. From now on, always use the input format
or guess the format based on the output bitdepth.
Pull Request: https://projects.blender.org/blender/blender/pulls/114061
This is because `TRANSFORM_OT_edge_slide` has `OPTYPE_DEPENDS_ON_CURSOR`
flag set. Due to this, invoke call to loop-cut operator was not sent
from function `WM_operator_name_call_ptr_with_depends_on_cursor`.
Since `edge slide` operator does not depend on actual cusor position, we
can remove this operator flag to fix the problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/113140
Translation markers `N_()` were added to IDs' plural names in !113912.
I also renamed some of those because I thought there were only display
names.
This commit reverts the renaming, leaving only the addition of the
markers.
Pull Request: https://projects.blender.org/blender/blender/pulls/114030
Steps to recreate were:
- Open factory startup
- Add armature, switch to Pose Mode
- Drag upwards the little triangle/chevron tab in the lower right of the
3D View
If the asset shelf would be displayed the first time for an editor, the
asset shelf data isn't valid yet and can't be accessed.
In earlier design, retiming selection was managed outside of retiming
keys struct. This was changed to a flag of the retiming key struct.
Since moving of the transition deletes and re-creates keys, the
selection was lost. Selection is now re-established in
`seq_retiming_transition_offset()`.
After eda58d64194, multiply operation does not affect alpha channel, but
Some users do expect this feature present.
This adds option `multiply_alpha`, so that multiplication (in strip
color panel) will affect alpha channel as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/113791
Alternate fix for [0], a crash when a texture fails to load since this
seems to cause animation playback to fail on WIN32, see #113849.
While I can't redo the error, the main change was setting up
`immVertexFormat` before calling `ocio_transform_ibuf`.
[0]: 34899ec13d5037c76d76293b7da47d5c9843a66d.
This reverts commit 34899ec13d5037c76d76293b7da47d5c9843a66d.
This causes issues on WIN32 which I'm unable to reproduce.
Resolving the error with textures failing to load can be done with
fewer changes.
When the subtype of a custom property is set programmatically to
something that isn't in the subtype enum of this operator, attempting
to edit it will throw an error. This check should avoid that, by simply
not setting the subtype if it's not in the enum, resulting in a default
subtype of NONE. This is the second attempt at #112582, which I broke
when messing with branches.
Pull Request: https://projects.blender.org/blender/blender/pulls/114003
The repeat zone needs some special treatment during anonymous attribute
inferencing, because it propagates those attributes directly from the repeat
input to the repeat output node and vice versa.
Now the algorithm uses multiple passes if necessary to reach a stable
inferencing result.
Pull Request: https://projects.blender.org/blender/blender/pulls/113970
Some of these devices are not capable of running >=4.0, due to issues
with Mesa's Compute Shaders and their D3D drivers.
This PR marks those GPUs as unsupported, and prints info to stdout.
A driver update will be available for 8cx Gen3 on the 17th October
from here:
https://www.qualcomm.com/products/mobile/snapdragon/pcs-and-tablets/snapdragon-8-series-mobile-compute-platforms/snapdragon-8cx-gen-3-compute-platform#Software
It will take longer via the standard MS Windows Update channels,
as there is certification, testing, etc required, but it is possible
to get the drivers, at least.
This issue applies even when using emulated x64.
If this does not get merged, all WoA devices will break with 4.0,
where older ones will just launch a grey screen and crash, and newer
ones will open, but scenes will not render correctly in Workbench.
These devices work by using Mesa's D3D12 Gallium driver ("GLOn12"),
which is why we have to read the DirectX driver version - the version
reported by OpenGL is the mesa version, which is independent of the
driver (which is the part with the bug).
Pull Request: https://projects.blender.org/blender/blender/pulls/113674
Caused by 425b871607.
The root issue was that these two states of the hash table were
mixed up in 425b871607: (1) the hash table exists and (2) the hash
table is empty.
The use of `std::optional` restores these two different states again.
These are not `transform` operations, and use their own method to
detect snapping.
It is important to keep in sync when an enum varies.
In this case, `SCE_SNAP_INDIVIDUAL_PROJECT` was missing to check snap.
Caused by bd305c8d18
`snap_transform_data` adds an offset to each element being transformed.
However, this seems to only work for Move and Extend transformations.
Therefore, the solution is to make the NLA snapping system more generic.
Pull Request: https://projects.blender.org/blender/blender/pulls/113554
Note 0a0a29887d70 / 4c99043a85bb were supposed to fix this.
This was mostly working, but verts could still obtain wrong weights
(most notably "outside" the gradient range).
Code from above commits would correctly skip hidden verts in
`gradientVertUpdate__mapFunc`.
However, `gradientVertInit__mapFunc` (called prior) already does
`gradientVert_update` once [not entirely sure why it does this, but
wouldnt want to remove the call there due to unforseen behavioral
changes] and we dont early out there.
So now move the check for hidden verts from
`gradientVertUpdate__mapFunc` to `gradientVertInit__mapFunc` and early
out (also saves us from doing other unneccessary stuff there).
Pull Request: https://projects.blender.org/blender/blender/pulls/113825
Currently, we always prioritize the words in the last section of a search item
(the words that are highlighted). This generally works well, but the situation
is a bit different for link-drag-search, because there the last part is the socket
name, which is usually less descriptive than the node name.
This patch allows us to use different heuristics to select the prioritized section
per search.
Unfortunately, the link-drag-search is not fully consistent with itself. Sometimes
the last group is a socket name, but sometimes it's also the mode of a node
(`Math > Add`). Therefore, the patch currently simply prioritizes all words in the
same instead of prioritizing only the first part. This seems to work much better
than before even if not perfect in all cases yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/113648
The previous formula for adjusting Coat Tint intensity resulted
in strong tints and sudden colour changes when using a low coat weight.
This commit fixes these issues by mixing between a white tint (no tint)
and the chosen tint based on the Coat Weight.
Pull Request: https://projects.blender.org/blender/blender/pulls/113468
Extract:
- Sculpt filter types from the Sculpt menu. Some of these types use a
custom label, different from those defined in the operator RNA,
which was never extracted.
- "Today" and "Yesterday" from the file browser modification date.
- All name_plural from IDs, as these are used in the UI to list which
data block is to be removed, when calling outliner.orphans_purge.
Disambiguate:
- "Area", meaning the measurement of a surface as opposed to a place.
Some messages reported by Satoshi Yamasaki in #43295.
Pull Request: https://projects.blender.org/blender/blender/pulls/113912