- Fix default_value initialization of custom node tree interface:
This was crashing when adding a custom interface socket to a tree.
The node_socket_set_typeinfo function was called too early, creating a
default float socket, which then doesn't match the socket type after
changing to the custom type.
The node_socket_set_typeinfo only allocates and initializes
default_value when it isn't already set. That is because the function is
used either when creating new sockets or to initialize typeinfo after
loading files. So default_value has to be either null or has to be
matching the current type already.
- Fix RNA flag for string return value of the valid_socket_type callback:
String return values of registerable RNA functions need a
PROP_THICK_WRAP flag since they don't have a fixed buffer to write into.
This should have (mostly) no functional changes.
Support for clipping was added to the shaders but it is not enabled for now
as we wait for the Gpencil engine to support clipping.
Simple port.
Also a description of how each shader is used has been added.
NOTE: The shader created using `OVERLAY_shader_paint_vertcol` cannot be tested.
Apparently it is created but not used.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D14812
The Multiscatter GGX code was missing the same-side checks for incoming and
outgoing directions w.r.t. to shading and geometry normal.
Should not be needed for the Glass variant since it intentionally has both
reflection and transmission.
This allows object extras such as image-empties to be shown in the VR
viewport/headset display. Being able to see reference images in VR can
be useful for architectural walkthroughs and 3D modeling applications.
Since users may not want to see all object extras (lights, cameras,
etc.), per-object-type visibility settings are also added as session
options.
By slightly refactoring the definition of the 3D View object types
visibility panel (note: no functional changes), the VR Scene Inspection
add-on can show a similar panel without duplicating code. When VR
selection is possible in the future, the object type select options can
also be enabled.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14220
A change proposed in T97697, using existing saturation as a multiplier for the filter operation
{F13038602}
Review By: Joseph Eagar, Julian Kaspar
Differential Revision: https://developer.blender.org/D14808
Ref D14808
Add "stageMetersPerUnit" render setting for USD files that have that set to
something other than the default (e.g. exported by Blender).
And fix a crash when an application creates a Hydra render pass on a thread
that does not have an OpenGL context current.
Long term, this should replace the XML format. This reuses the Hydra render
delegate implementation, and so supports the same features. The same command
line options and GUI work for both XML and USD also.
The implementation of this is still disabled, waiting for some refactoring of
USD library linking. However we want the Cycles code to be in sync between
repositories for the 3.2 release.
Ref T96731
* Leave code for building the render delegate against other applications and
their USD libraries to the Cycles repository, since this is not a great fit.
In the Blender repository, always use Blender's USD libraries now that they
include Hydra support.
* Hide non-USD symbols from the hdCycles shared library, to avoid library
version conflicts.
* Share Apple framework linking between the standalone app and plugin.
* Add cycles_hydra module, to be shared between the standalone app and plugin.
* Bring external libs code in sync with standalone repo, adding various missing
libraries.
* Move some cmake include directories to the top level cycles source folder
because we need to control their global order, to ensure we link against the
correct headers with mixed Blender libraries and external USD libraries.
In the current code we do not render any curves if they have not been
converted to meshes. This change makes the custom bone drawing try to
render mesh objects first and then falls back to curve objects if there
is no mesh data available.
Reviewed By: Clement
Differential Revision: http://developer.blender.org/D14804
While the reference would never be used in case of NULL pointer, this
bit of code was not really clear and nice, so make it less ambiguous
now. Also add early return in case a NULL idv pointeris actually passed.
While code deleting old (relocated to new ones) IDs would work fine in
typical cases, it would fail badly in others, when e.g. drivers would
create 'reversed' dependency from the obdata ID to the object ID.
This commit uses a less efficient, but much safer method. It also
ensures no relocated old IDs is left over in the file (previous version
could easily leave some old IDs from the old library until a full
save/reload cycle happened).
While relatively minor issue, it could become fairly annoying in a big
project, since once an ID is tagged as directly linked it tend to remain
as such.
Now also force indirect tagging when loading new IDs as part of a lib
relocation process, since the ones actually directly linked will be
tagged as such later on.
While this only had minor potential effect, both code incrementing
usercount of newly remapped IDs were wrong.
Original one would by-pass any 'ensured user' handling, newer one would
systematically make the ID directly linked...
`id_us_plus_no_lib` is to be used here.
Fact that those options are only used in a specific case, and that the
same behavior is ensured in a different part of the code in other cases,
is fairly confusing and unfortunate... At least document it.
This was caused by the compilation job being created suspended (to avoid
UI slowdown because of the material Preview Icons). The suspended job
wasn't passing the `WM_jobs_test` in `DRW_deferred_shader_remove` and
the material would still be in the compile queue with its status equal to
`GPU_MAT_QUEUED`. This would block the main thread in the waiting loop.
But since the job manager timer needs to execute in the main thread, the
compilation job was never being pushed out of its suspended state.
This lead to a complete lock situation.
The solution is to use `WM_jobs_customdata_from_type` which does exactly
what we need.
Also fixed a nullptr free.
* Float/double promotion warnings were mainly meant for avoiding slow
operatiosn in the kernel. Limit it to that to avoid hard to fix warnings
in Hydra.
* Const warnings in Hydra iterators.
* Unused variable warnings when building without glog.
* Wrong camera enum comparisons in assert.
* PASS_UNUSED is not a pass type, only for pass offsets.
There were two calls to access job's custom data. One of them
ignored job type, the other one ignored job owner.
Now there is a single function to access job's custom data.
If the job type or owner is not relevant NULL or WM_JOB_TYPE_ANY
can be passes explicitly.
Differential Revision: https://developer.blender.org/D14803
When pushing down an Action onto an NLA track, set the new Strip's
influence to the Action's influence. This is done by setting a key due
to the way the NLA Strip influence works (it's either animated, or
ignored).
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D14719
For a single day in 2015 between rBff3d535bc2a6309 and rB945f32e66d6ada,
custom data structs could be written with an incorrect maxlayer field.
This means that custom data structs read from those files would think
they have more space to add new layers than they actually did, causing
a crash if more layers were added. This was found while investigating
a crash from D14365 which adds new face corner layers in versioning.
The fix is to reset all maxlayer integers to totlayer, which is
done when writing files in current Blender anyway.
The file tests/render/motion_blur/camera_zoom_blur_perspective.blend
has this problem as it was added on 2015-07-21, right between the two
commits. Adding three custom data layers in versioning code would crash.
The problem was originally found and investigated by Martijn Versteegh
(@Baardaap), thanks!
Differential Revision: https://developer.blender.org/D14786
Add the Discontinuity (Euler) Filter operator to the Dope Sheet->Key
menu, so it's not only available from the Graph Editor->Key menu. On
request of @pablico, see T95386.
This required changing a poll function which is used by a bunch of other
operators, which seemed scary at first, but my thinking is that if an
operator can execute in the Graph Editor, then it should also be able to
execute in the Dope Sheet. I think the only reason this wouldn't be true
is if we were storing animation data in the UI itself, which of course
we don't. So I hope this is okay.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14015
Simple port with a few cosmetic changes:
- Attribute named "color" for indices VBO is now called "index"
- The indices VBO is now composed of `int`s instead of `uint`s (this simplifies the source)
Differential Revision: https://developer.blender.org/D14800
This patch has also been contributed upstream, so will not be needed anymore
soon. Also automatically clear cached variables for new nanovdb location in
libs.
NanoVDB is now bundled with OpenVDB (since rBb9c37608a9e) instead of a
separate package.
This still doesn't include our patch to support AMD HIP; that'll be
committed separately soon.