This resulted in disappearing NURBS curves when joining them with other
curve types in some cases. The attribute has to be handles similarly to
the radius and resolution attributes rather than as simple generic data.
The attribute was retrieved when converting to Bezier curves when it
wasn't necessary. Instead copy it like a regular attribute if any of the
result curves are NURBS. Also fix a check for an empty span for the
attribute which was never false.
Invalid node trees (e.g. when nodes are linked in a cycle) can not be
evaluated and the viewer is not available in them. This commit just adds
some null checks to handle this case more gracefully.
Do the domain check directly in the field input class to avoid the need
for another function to do it elsewhere. Also move one function to
be closer to a similar one, rename some functions, and avoid the need
for two intermediate span variables.
Erroneous cache warming case where the generated material is
identical to default material and cached shader is re-used,
resulting in case where the parent shader is identical to the
source.
Authored by Apple: Michael Parkin-White
Ref #96261
Originally caused by 6514bb05ea
More cases where the active/default color attributes were not set
correctly:
[1] Using the old Python vertex_colors API (vertex_colors.new)
[2] OBJ importer
[3] Collada importer
[4] Data Transfer layout (both standalone operator and "Generate Data
Layers" from the modifier)
Similar to 101d04f41f.
Brought over from https://archive.blender.org/developer/D16977, see
discussion there why some of the code for data transfer is not for the
genereal attribute API.
Pull Request #105020
Drawing code `paint_draw_smooth_cursor` would be called correctly, it
was just the color not being initialized.
This is usually done with `BKE_paint_init`, but in the case of curves
sculpting brushes this would create an additional (unnamed) brush which
should be avoided since the workspace toolsystem creates the "right"
brush anyways.
So this patch just does the minimal work to get the Stabilize Stroke
indicator line to draw (which is initializing the color).
Brought over from https://archive.blender.org/developer/D16793
(cherry picked from commit 612a4382c443bcd02e0bb5ffd1b1fdbb251f6e7b)
Pull Request #105021
Write RNA properties backed by IDProperties with the `IDP_INT` type like
before ef68a37e5d. That keeps forward compatibility, because
earlier versions don't support the boolean type. At some point in a future
release we can remove the forward compatibility. 4.0 is a good time to
do that because forward compatibility will be broken in other ways.
This commit also adds support for reading integer arrays for boolean
property defaults, which was only half-way supported before.
Pull Request #104995
This commit implements described in the #104573.
The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).
This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.
This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale
This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.
Running `make update` will initialize the local checkout to the changed
repository configuration.
Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).
Pull Request #104755
Alternatively this could use `ASSET_LIBRARY_ALL` like
`add_node_search.cc`, but then it would need a different
method for skipping duplicate local assets.
Fixes the `-Winconsistent-missing-override` warning.
In theory the `virtual` is redundant in such case, but this is how
it is done in may other areas of USD code.
Pull Request #104977
In the outliner, the icons for modifiers are tinted blue. This didn't
work for the geometry nodes modifier icon.
Defining the icon with the macro `DEF_ICON_MODIFIER` also
defines the appropriate theme color so it's now tinted blue
when drawn in the outliner like the other modifier icons.
Pull Request #104957
The check was triggering the 'this' pointer cannot be null in
well-defined C++ code
We do not check for this pointer in any other areas. If it is
needed due to possible opaque pointer cast to the check prior
to the cast.
Pull Request #104974
After rBdb87e2a638f9, two contexts were missing:
- VirtualReality, to be used in an add-on
- Constraint, used in the constraints UI
The latter was actually used without being added, which caused errors.
It was reverted in rB31a640027982.
The operator's description used a format string like:
```
BLI_sprintfN(TIP_("%s %s vertex groups of the active object"),
action_str, target_str)
```
which is almost guaranteed to be impossible to properly localize to
some languages -- I know there are a couple of issues for French
already.
So instead of hoping formatting works, write all possible strings
explicitly, even if it looks stupidly verbose.
Simplify modifier sample mode didn't transfer UV parameters, now fixed.
(This is the corrected commit, previous one has multiple other commits merged.)
Pull Request #104964
This reverts commit 19222627c6.
Something went wrong here, seems like this commit merged the main branch
into the release branch, which should never be done.
Currently Metal is more stable then the OpenGL backend on apple
devices. Also the Metal backend supports more features then the
OpenGL backend. For example the viewport compositor and rendering
of production files.
This has been validated with users and studios.
This patch will default to the Metal backend when starting
Blender 3.5 for the first time or when loading factory startup. It
is still possible to switch to OpenGL via the user preferences.
It will not automatically select the Metal backend when there is
already user preferences available for Blender 3.5.
This is a missing part of the Metal backend. Metal backend doesn't
support the bgl commands, but it was not possible to use the gpu
module to use scissor testing.
Without this change addon developers would not be able to migrate
their addons to support the Metal backend.
This patch adds:
- `gpu.state.scissor_set`
- `gpu.state.scissor_get`
- `gpu.state.scissor_test_set`
Fix#104911
Texture clamping is by default off, but for VDM textures this leads
to several artifacts.
- Clamping is done when the image is sampled and when the brush strenght
is applied.
- VDM textures have negative values that are lost due to clamping
when clamping during sampling.
This patch fixes this by changing the default clamping of newly
created textures to not clamp anymore.
Textures are mostly being used by sculpt brushes, where clamping is also
implemented on brush level.
Fix#104747
Regression in [0] which caused interacting with 2D gizmos not to
update 3D gizmos once the gizmo finished it's modal interaction.
This caused the cameras lens gizmo not to update when navigating using
the viewport navigation buttons.
Resolve by detecting this case and flagging other draw steps to be
updated.
[0]: fb27a9bb98
In the first loop is safe to remove the current element.
The second loop can remove any element, potentially the next.
This triggers a read after freed.
Pull Request #104897
When the new UV to legacy format conversion happens, the mesh is in
the middle of being written and is an at best "complicated", at worst
invalid state. The attribute API looks at other domains and is a bit
less forgiving in that respect, and shouldn't really be used here. Use
the CustomData API instead. Also sort the layers the same way as
b642dc7bc7.
This reverts commit 68181c2560.
I merged 3.6 into 3.5 by mistake. Basically I had a PR against main,
then changed it in the last minute to be against 3.5 via the
web-interface unaware that I shouldn't do it without updating the
patch.
Original Pull Request: #104889
Note that the node group has its sockets names
translated, while the built-in nodes don't.
So we need to use data_ for the built-in nodes names,
and the sockets of the created node groups.
Pull Request #104889
When updating a mesh, the GPU Subdivision code makes calls to
`GPU_indexbuf_bind_as_ssbo()`.
This may cause the current VAO index buffer to change due to calls from
`glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id_)` in
`GPU_indexbuf_bind_as_ssbo()`.
The solution is to unbind the VAO (by calling `glBindVertexArray(0)`)
before creating the index buffer IBO.
Co-authored-by: Germano Cavalcante <grmncv@gmail.com>
Pull Request #104873
Fix a crash when using the Euler Filter from the Graph Editor on baked curves.
The crash happened because baked curves have no bezt array.
Skipping any curves where that was missing fixes the issue.
Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104858
According to the report it is a regression since 3.2, but it is tricky
to pin-point which exact commit caused it.
The root of the issue is that under certain circumstances frame might
be read and processed twice, depending on the order in which panels and
the main area is drawn: the footage information panel skips cache, so
it it is drawn prior to the main area it leads to 2 frame reads. Opening
the Metadata panel triggers code path which forces frame to be put to
the cache, solving the double frame read.
Solution is simple: do not skip cache when acquiring image buffer for
the footage information: the same frame will be needed for the main
area as well.
Pull Request #104860
This was broken even before 0649e63716 and was always expanding the
`Image`, not the movie clip (even if the source was set to
`CAM_BGIMG_SOURCE_MOVIE`)
Now the rule here seems to be to always expand unconditionally, so
remove checking the source and always expand image and movie clip.
Co-authored-by: Philipp Oeser <philipp@blender.org>
Pull Request #104815
Cycles uses the "split faces" mesh function to support sharp edges
and auto-smooth. However, 75ad8da1ea updated that
function to ignore the edges that are explicitly tagged as sharp and
only use the edge angle. Fix by taking the attribute into account too.
The custom data layer mappings from dfacaf4f40 were created
*before* the BMesh shape key layers were added, invalidating the BMesh
data offsets they stored. Fix by creating the mappings after all layers
have been created.
Clean up logic to make it more clear and formalize the way to choose
fixed node data type based on operation. This make possible to more
easily fix wrong node data type for color type and less than ops.
Pull Request #104617
When appending assets it often isn't expected for the asset tags and
meta-data to be included. Add an option to the append operator to
disable appending the asset data, exposing existing internal options.