There is a cornercase when the user edits an uvmap, that is not part of
the material (yet). When this is the case the uvmap was not added to the
uv buffer and the 'pos' alias was not created.
This change will always request the active uv map when uv editing.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6534
UI
Seems like we need to set the error with the evaluated ModifierData.
Pass this to 'surfacedeformBind' and report with that.
Differential Revision: https://developer.blender.org/D6601
This avoids the problem where Blender doesn't start because
the PYTHONPATH points to an incompatible Python version,
see T72807.
Previously we chose to assume people who set the PYTHONPATH know what
they're doing, however users may have set this for non Blender projects.
So it's not obvious that this is the cause of Blender not to launch
on their system.
To use Python's environment vars, pass the argument:
--python-use-system-env
Note that this only impacts Python run-time environment variables
documented in `python --help`, Access from `os.environ` remains.
The last handle wasn't corrected, also, there is no reason
to flip the handles while sorting (checking the same handles many times)
move this into it's own loop.
Outliner tree building code was not handling properly empty libraries
(i.e. Lib datablocks in our bmain which have no used actual data
anymore).
Main issue here is unclean states of indirect hierarchies of linking
involving several libraries after undo operation.
This is not a critical issue though, just annoying and untidy.
Just some rewording of the documentation of `Particle.uv_on_emitter()`,
so that it no longer refers to 'derived mesh' but 'evaluated mesh', and
document that it expects a modifier from an evaluated object.
No functional changes.
Based on @fclem's suggestion in D6421, this commit implements support for
storing all tiles of a UDIM texture in a single 2D array texture on the GPU.
Previously, Eevee was binding one OpenGL texture per tile, quickly running
into hardware limits with nontrivial UDIM texture sets.
Workbench meanwhile had no UDIM support at all, as reusing the per-tile
approach would require splitting the mesh by tile as well as texture.
With this commit, both Workbench as well as Eevee now support huge numbers
of tiles, with the eventual limits being GPU memory and ultimately
GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs.
Initially my plan was to have one array texture per unique size, but managing
the different textures and keeping everything consistent ended up being way
too complex.
Therefore, we now use a simpler version that allocates a texture that
is large enough to fit the largest tile and then packs all tiles into as many
layers as necessary.
As a result, each UDIM texture only binds two textures (one for the actual
images, one for metadata) regardless of how many tiles are used.
Note that this rolls back per-tile GPUTextures, meaning that we again have
per-Image GPUTextures like we did before the original UDIM commit,
but now with four instead of two types.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6456
rB4cde92303f3d made a MESH-only check (but that is no longer mandatory
since the Mesh is fetched by MOD_deform_mesh_eval_get instead of ctx-
>object->data now...). This would fail for projecting beveled curves
(resulting mesh missing), now also get the mesh for curves if we use
MOD_SHRINKWRAP_PROJECT (and only then).
Maniphest Tasks: T68489
Differential Revision: https://developer.blender.org/D6548
when using UDIMS
A more generic approach might be considered in the future (I assume
there are other operators around that need an update in shifting their
uvs) though.
Maniphest Tasks: T72648
Differential Revision: https://developer.blender.org/D6570
When a node was partially/fully hidden, this was causing the mask flags
to update incorrectly because it was not checking all vertices, so they
were assigned the fully_masked state and not updating in the transform
tool and mesh filter.
Reviewed By: jbakker
Maniphest Tasks: T73094
Differential Revision: https://developer.blender.org/D6573
The PBVH usually is rebuild after a topology change, so it does not make
sense to keep the previous dynamic mesh preview vertex list. This may
cause a crash is the number of vertices of the new mesh (and preview) is
larger previous one. Now the list is deleted with the PBVH and a new one
will be generated using the new mesh when the cursor is updated.
Reviewed By: jbakker
Maniphest Tasks: T71712
Differential Revision: https://developer.blender.org/D6476
The `do_versions_after_linking_280()` function was missing a placeholder
for the newly added versioning code. I copied the comments from the
`blo_do_versions_280()` function.
No functional changes.
During development of Blender 2.80 the `Object.hide` property was removed,
and later reintroduced in rB5e968a996a53 as `Object.hide_viewport`. Of
course there are some technical details missing in this summary, but this
is the view that's given in the 2.80 release notes.
FCurves on `Object.hide` weren't updated in versioning code, resulting in
the property no longer being animated. This commit corrects the RNA path
of such FCurves.
When splitting a Quad View by dragging a corner an quad area can become
negative size because of a one pixel offset to calculate the start of
the area.
This patch solves this to make sure that there are no negative areas. By
adapting the `ARegion.winrct`.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D6579