This was reported explicitly for originally being in face selectmode,
but could also crash when in vertex selectmode (when doing multiple
cuts).
The reason here is that `MESH_OT_loopcut` switches to edge select mode
(needed for `TRANSFORM_OT_edge_slide`, done in `ringsel_finish`), but was
only doing this on the active object's editmesh, all other participating
meshes would keep their selectmode which would now be out of sync with
both the active object's editmesh and scene settings for these.
This causes problems later in 'Select Linked'. Here, a mixture of
objects are used. First the viewcontext is set up with the active
object, then all participating objects are iterated (changing the
viewcontext to another object), then `unified_findnearest` would use that
changed viewcontext which would now contain the last object iterated. To
repeat: this could now have a different selectmode than the active
object which is later **again** used to get the nearest `BMElem` from in
`EDBM_elem_from_selectmode`. So in the failing case, we could get an
edge (but no face because of edge selectmode) from `unified_findnearest`,
`EDBM_elem_from_selectmode` would return NULL though (edge provided, but
in face selectmode), leading to the crash.
To solve this I assume it is best to change selectmode on all
participating meshes in multi-object editmode loopcut if necessary so
these are always in sync for following operations.
Alternatively, `Select Linked` (and probably lots more operators) would
have to be tweaked to pay closer attention which object is really used
to get selectmode from.
Note the selectmode is actually set back from edge selectmode in certain
cases (see `USE_LOOPSLIDE_HACK`), this patch changes that as well to act
on all participating meshes.
Maniphest Tasks: T95752
Differential Revision: https://developer.blender.org/D14791
This commit implements copying of materials and material indices from
all of the boolean node's input meshes. The materials are added to the
final mesh in the order that they appear when looking through the
materials of the input meshes in the same order of the multi-socket
input node.
All material remapping is done with mesh-level materials. Object-level
materials are not considered, since the meshes don't come from objects.
Merging all materials rather than just the materials on the first mesh
requires a change to the boolean-mesh conversion. This subtly changes
the behavior for object linked materials, but in a good way I think;
now the material remap arrays are respected no matter the number
of materials on the first mesh input.
Differential Revision: https://developer.blender.org/D14788
The thickness in the deform mode was just correct if the radius when
drawing a stroke was set to 20. Now all factors that influence the
stroke thickness are considered in deform mode.
Differential Revision: https://developer.blender.org/D14691
Relinking code would weirdly enough allow clearing of extra/fake user
status on IDs used by affected ID, which would be utterly wrong.
Fairly unclear why this was working OK in reported case before rBa71a513def20,
could not spot any obvious reason just from reading code...
Also, in `libblock_remap_data_update_tags`, only transfer fake user
status if `new_id` is not NULL (otherwise that would have removed that
falg from `old_id`, without actually transferring it to anything).
This patch adds allows the user to select the initial fill color when
adding a new color attribute layer.
---
{F13035372}
Reviewed By: JulienKaspar, joeedh
Differential Revision: https://developer.blender.org/D14743
* BLENDER_VERSION_CYCLE set to beta
* Update pipeline_config.yaml to point to 3.2 branches and svn tags
* Update and uncomment BLENDER_VERSION in download.cmake
This commit introduce back support for all geometry types and all nodetree support.
Only the forward shading pipeline is implemented for now.
Vertex Displacement is automatically enabled for now.
Lighting & Shading is placeholder.
Related Task: T93220
# Conflicts:
# source/blender/draw/engines/eevee_next/eevee_engine.cc
# source/blender/gpu/CMakeLists.txt
This should have no functional changes.
This reduce the complexity of the shader by only supporting 2 colors.
We never use more than 2 color in practice and this makes usage not require
a UBO.
The old python importer had a "if do_transparency, set blend_method to
BLEND" type of logic. This bit was missing in the new importer; it was
only setting the eevee blend method when a transparency texture was
present, but not in other cases of transparency (as driven by MTL
"illum" mode).
Reviewd By: Howard Trickey
Differential Revision: https://developer.blender.org/D14783
Even if available OBJ/MTL format documentations don't explicitly specify
which characters can possibly separate keywords & arguments, turns out
some files out there in the wild use TAB character after the line
keywords. Which is something the new 3.2 importer was not quite
expecting (T97417).
Fix this by factoring out a utility function that checks if line starts
with a keyword followed by any whitespace, and using that across the
importer. Also fix some other "possible whitespace around name-like
parts" of obj/mtl parser as pointed out by the repro files in T97417.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14782
- 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.