This allows to have drivers on node trees.
Probably now it will be better to simply add parameters for any
ID node, to avoid such amount of manual work.
Initial idea was to not have nodes if it's not needed to avoid
any possible overhead. Having more robust system is probably more
valuable. We can always optimize overhead in one way or another.
When manually selecting a different image, this image will become pinned and
continue to show. The material node is not automatically modified as it was in
old Blender versions, only the image displayed in the UV editor.
Fixes T61239: confusing behavior when unwrapping non-square images. By showing
the relevant image by default it's more clear why it does aspect correction.
Make sure we don't reallocate arrays in the pointcache when not needed, the
size of a memory allocation can be slightly bigger than the requested size.
Also, use consistent check for shared cached in copy and free functions.
Main change are:
- the fresnel LUT is separated from the main GGX LUT.
- LUTs use sqrt(1.0 - NV) as roughness remapping. Improving precision and
removes needs for acos().
- LTC LUT is normalized by matrix middle component. Improving precision.
Solves weird situation when default display name is queried
from OCIO, but Default view being assumed to be set for it.
Now view is initialized to a default view of that display.
`id_single_user()` was still code from older ID management, now we can
use modern code to handle animdata duplication for us (which allows to
keep handling of nasty sub-data ID horrors like nodtrees in a single
place, much safer and simpler).
If we were not in x-ray/wireframe mode, the snapping would treat all
objects like they were in solid mode. This were not desirable if you
had objects that were in wire or bounding box display mode.
Now objects that are in bounding box mode is ignored (unless the object
is in edit mode) and objects with wire display mode is treated as if
they were in x-ray mode.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D4493
This change updates the brush material in the topbar when a new material is created using copy button.
Related to task T62384
Thanks to @matc for suggesting the fix.
Still pending a problem whith user number.
This patch fixes T60171 by adding a dummy read from the `dummy` vertex attribute to `hair_get_pos_tan_binor_time` in `common_hair_lib.glsl`. Confirmed to work on my machine (macOS 10.14.4 Beta, Radeon R9 M295X).
According to my experiments regarding this issue, the problem is triggered when all of the following conditions are met: (a) the shader has no vertex reads; (b) the index buffer is ≥ 256KiB. I can't really give an explanation of this misbehavior because of the video driver's closed-source nature.
Reviewers: fclem
Reviewed By: fclem
Subscribers: zeddb
Maniphest Tasks: T60171
Differential Revision: https://developer.blender.org/D4490
This fix is a hack and will slow down update performance. But at least,
all shading features are supported. This is only in "normal" sculpt mode
(no dyntopo, no multires).
Steps to reproduce were:
* Maximize area (Shift+Spacebar in 2.7, Ctrl+Spacebar in 2.8)
* Open temp file browser (Ctrl+O)
* Cancel file browser (Esc) - should return to previous full-screen
* Press "Return to Previous" button
The previously maximized area would turn into a file-browser.
Note that the issue will still happen when opening old files saved while
in maximized area full-screen.
During screen to workspace/workspace-layout conversion, the first layout
of each workspace would be activated. For temporary full-screens, this
used to be the full-screen layout (IIRC), apparently it's now the
the layout to return to on "Back to Previous". So the 'previous' layout
would be activated, not the full-screen one.
When actually pressing "Back to Previous" now, the operator would first
free the active layout (which it assumes to be the temp full-screen -
wrongly in this case) and then try to activate the non-full-screen one,
causing use-after-free.
When adding and removing weights from the python api, no depsgraph
updates were triggered. This would cause the mesh geometry to be out of
sync in the viewport if there were any modifiers that used the vertex
groups in question.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D4439
When using a transform.select_orientation keyboard shortcut, the
orientation change would not update the viewport.
So if you had the move gizmo visible, it would not change transform
orientation.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D4386
Bone selectability in edit mode now matches the behavior of pose mode
(can no longer be selected).
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D4469
Delete workspaces via the menu was not refreshing the workspace tabs
drawing. This way if you deleted the non-active workspace with the "e" shortcut
from the workspace tab context menu and clicked on the workspace tabs again, it
would crash.
A few notes:
* Deleting a non-active workspace is changing which workspace is then active,
which is really strange.
* Even when deleting the active workspace which workspace then becomes active
seems random.
* Using notifiers (ND_WORKSPACE_DELETE) to delete the workspace seems rather
abusing notifiers in my humble opinion.
This is not an important bugfix anyways, people probably would rarely
run into this. I just ran into it while investigating another bug.
This partially reverts commit a77feabb51,
removing the shallow 'duplicate hierarchy' option from outliner.
Core changes from that commit in BKE_collections are kept.
Remove cddata layers which are not supposed to be written in .blend file,
when reading it.
This is a cheap and simple check, which also gives us forward compatibility
in case we decide some day to make a currently un-written layer type
to be written in .blend files.
Mistake in rBab0bc65c24bd, in conversion of static 'common' sets of
masks, BWEIGHT slipped in CD_MASK_MESH (probably from copy/paste from
CD_MASK BAREMESH).
Note that having it in CD_MASK_BAREMESH but not CD_MASK_MESH looks rather
counter-intuitive, but this is not the time for that kind of cleanup.
Went over whole conversion again, and found two other mistakes, should
really have recheck that before committing...
Source (i.e. other) mesh should not be modified in any case in modifier
evaluation case (this is forbidden by design and can lead to all kind of
threaded locks and crashes), and doing so even in operator case was
never a good idea either.
Now that we can specifically request needed data (poly and/or loop
normals) from evaluation code, we can finally get rid of those
computations inside data transfer/mesh remapping area.
This is hopefully the last remaining bit of this 'bad crashing code' in
datatransfer area.
In some cases (currently, only when using avanced mapping of loops),
code needs access to some cddata of the source mesh (CD_NORMAL...).
We need a way to inform calling code about that (actual issue requiring
this change is fixed in next commit).
This is merely making behaviors of this function a bit more explicit,
and avoid re-adding another CD_NORMAL layer to polys in the (unlikely)
case it would already have one.
It also handles CD_MASK_NORMAL in cd_dirty_poly, but this is more like
future-proof thing, this is not used anywhere currently afaik.
This change displays the stroke in the deformed position, but the edition is done in rest position.
This is no the final solution, but at least we have some visual feedback in edit mode.
The real solution is to create a full system to manage derived strokes in Edit mode, but this needs a lot of work and we haven't resources now to do it.
* Rename "Use Smoke Highres" to "Use High-resolution Smoke"
* Use 'Display' instead of 'Draw', following the naming conventions in 2.8
* Drop the 'Use' prefix in the UI, a "High-resolution Smoke' checkbox sufficiently communicates what it does.
This removes special dependency graph code that was intended to avoid GPU
shader recompiles by preserving the node tree and GPU material in specific
cases. This is no longer needed now that we have a general shader pass
cache that compares the generated shader code. The GPU material is already
being freed in material and world eval as well, so there's no point.
Note also that GPU materials are now safe to free from threads, actual
OpenGL buffer freeing happens delayed.