OIIO: 2.4.6.0
OpenVDB: 10.0.0
OSD: 3.5.0
OCIO: 2.2.0
NOTE: Had to fight OpenVDB to force it to use 'deprecated' TBB 2020, it
really wants to use oneTBB when it can find it.
Re. T99618.
Use socket indices to keep track of logged values instead of their
identifiers. This decreases memory pressure when there are many
sockets. In cases with many cheap nodes, this can give a relatively
large improvement to overall performance. We observed a 15% increase
in a case with many math nodes and a larger increase in an experimental
softbody node setup. The log is invalidated when we add/remove/move
sockets anyway.
This is the best way I found to make building socket declarations without
the builder helper class work. Besides a vague hope for non-leaky
abstractions, I don't think there's any reason for these fields not to be
accessible directly.
Ref D16850
Fix warning generated due to the full-stop in the description message of
the property `use_auto_mask`
Property added in: rBa9cb66b856e80d0542a9ad3fec0b0fb47d28f805
Remove the option to display the real size of the cursor
and set as default. Now the cursor is displayed or not using
show_cursor option, but if it's displayed always use the real size.
This patch makes sure that each of the expand keymap entries will use consistent "invert" and "use_mask_preserve" properties.
Based on previous discussions we decided to flip the default Mask Expand behavior.
This has multiple benefited:
- The mask creation is more consistent with other masking tools (Always add to existing mask. Mask selected areas)
- It's easier to use expanding for masking face sets (Snapping with `Ctrl`) or building a mask from repeated operations
- It's less likely to mask certain areas unintentionally (Loose mesh islands)
- If the current behavior is desired for an expand operation the user can use `E` & `F` in the modal keymap (Which is less often the case).
If we want to revisit the original design of inverted masking again in the future we should do this via {T97903}.
Reviewed By: Joseph Eagar
Differential Revision https://developer.blender.org/D16434
Ref D16434
Scale texture coordiantes for square brushes by sqrt2,
proportionally to how square they are (how close
tip_roundness is to zero).
Note: this is done in `calc_brush_local_mat()`, the
result of which appears to be used exclusively for
texture mapping.
Don't allow calling Attribute Convert operator in edit mode.
Right now BMesh does not support attribute operations.
Differential Revision: https://developer.blender.org/D16864
The node doesn't support blurring boolean attributes, so avoid
compiling an implementation for boolean data.
Differential Revision: https://developer.blender.org/D16867
When converting from imesh to mesh for the final result, custom
data should be copied from ALL operands including the main mesh.
Differential Revision: https://developer.blender.org/D16854
I missed adding the "convert type/domain to mask" macros.
Also refactor slightly to split the matching attribute test to a
separate function to ease debugging and reduce duplication.
The effect of CANCELLED on the undo stack is quite obscure, and
mistakenly using it after doing some changes causes confusing
behavior. It's better to describe it explicitly in the docs.
This commit addresses that specific case related to Collection ID type,
using a band-aid fix which is hopefully safe enough.
T103062 will remain open as a TODO task for a proper fix later.
This is an obvious editing mistake introduced in 05952aa94d,
resulting in incorrect vertex coordinates used when raycasting
for internal springs with a rest shape key.
In rBfcddb7cda766 I forgot to update part of the whole diffing chain,
effectively breaking the report flags propagation from any sub-structs
of RNA IDs structs.
Remove the redundant option to disable selection in order to simplify
the tools and UI, both conceptually and internally.
It was possible to disable curves selection completely by clicking on
the active selection domain. However, that was redundant compared to
just selecting everything by pressing "A". The remaining potential use
could have been saving a selection for later, but that can be done with
more complete attribute editing tools in the future.
The color of the brush cursor is changed depending
of the mode selected.
If the mode is stroke vertex color, use vertex color, otherwise
it uses material stroke color.
On gcc 11.3, Ubuntu 22.04 the default constructor for
ColorSceneLinear4f did not zero the r,g,b,a member variables. Replacing
the empty constructor with a default constructor circumvents this
problem (compiler bug? ) even though it *should* be more or less
equivalent.
This panel showed a duplication of options that were in the main light panel and only mistakenly shows up in the workbench engine where lights should have no options.
This panel was also used by the POV-Ray add-on but that was removed recently.
This panel showed a duplication of options that were in the main light panel and only mistakenly shows up in the workbench engine where lights should have no options.
This panel was also used by the POV-Ray add-on but that was removed recently.
When drawing strokes in Grease Pencil, it was always a bit hard
to predict how thick the strokes would be, because there was
no visual reference of the thickness in the cursor.
This patch adds that visual reference. It shows the brush size
as a circle in the draw cursor.
Showing the brush size can be toggled in the Cursor menu
of the Grease Pencil draw tool.
Request in RCS with 26 upvotes for this option:
https://blender.community/c/rightclickselect/0zfbbc
On the technical side: the brush size is calculated
in 3D space and takes zoom level into account, as well as
object/layer transfrom, layer thickness change (gpl->line_change)
and thickness scale (gpd->pixfactor).
Reviewed By: mendio, antoniov
Differential Revision: https://developer.blender.org/D16851
Add required additional_info to shader using gpu_shader_point_uniform_color_aa_frag.glsl. This is the only other reference to the shader which requires the additional_info to be added.
{F14085803}
Reviewed By: #eevee_viewport, fclem
Maniphest Tasks: T103426
Differential Revision: https://developer.blender.org/D16853
This replaces the old Edit menu, creating a menu only for catalog
operators. The Undo/Redo were already working only for catalogs, so now
this is more clear.
The menu also contains the Save and New catalog operators.
Differential Revision: https://developer.blender.org/D16820
Caused by rB6514bb05ea5a.
For the remeshing, we have to make sure these names are brought over
each time a mesh is made from another in the process.
This happens when reprojecting the colors in
`BKE_remesh_reproject_vertex_paint` and also again in
`BKE_mesh_nomain_to_mesh`. A bit unsure if this should happen as deep as
in `BKE_mesh_nomain_to_mesh` (if not, this can be isolated to
`voxel_remesh_exec`), but I would assume other callers of
`BKE_mesh_nomain_to_mesh` would actually benefit from it, too?
Maniphest Tasks: T103394
Differential Revision: https://developer.blender.org/D16847
Caused by 7d7e90ca68.
When accessing context members from the windowmanager context
(`C->wm.store` which is mainly used for UI related stuff) the above
commit broke behavior in `CTX_store_ptr_lookup` in that it changed and
would **always** return NULL if no type is passed in. The call to
`CTX_store_ptr_lookup` from `ctx_data_get` **always** passes in NULL
though.
Accessing other context members survived since they take a different
code path in `ctx_data_get` and dont use `CTX_store_ptr_lookup`.
Now also return the entry if a NULL type was passed as it was before.
Fixes T103370, T103405, T103417
Differential Revision: https://developer.blender.org/D16840
Until now the owner spaces in the object constraint properties used the
same descriptions as the target spaces, unlike bone constraints.
For instance, if you chose World Space as owner space, you'd get the
description: "The transformation of the target is evaluated relative to
the world coordinate system".
Reuse the existing descriptions from the bone constraints instead, so
now you get: "The constraint is applied relative to the world coordinate
system".
Reviewed By: sybren
Maniphest Tasks: T43295
Differential Revision: https://developer.blender.org/D16747
Convert 3D point shader fragment color from sRGB space to framebuffer space to match 3D line shader.
Reviewed By: fclem
Maniphest Tasks: T97394
Differential Revision: https://developer.blender.org/D16831
Make the "Clear Motion Paths" operators more intuitive. Previously, the
only way to clear the motion path of the selected object/bone would be
to shift-click the "Clear ALL Motion Paths" button. Now there are two
"X" buttons, one for "selected" and one for "all".
The "Clear Selected" and "Clear All" buttons align with the
corresponding "Update Selected" and "Update All" buttons.