The integer mode still needs a random value in a 0 to 1 range, just like
floats. So slightly refactor to let the integer randomization use the
float implementation and then round to an int afterwards.
From the the opengl wiki:
> Buffer objects are associated with a program's uniform block similarly to the way that texture objects are associated with sampler uniforms.
* WITH_CPU_SSE was renamed to WITH_CPU_SIMD, and now covers both SSE and Neon.
* For macOS sse2neon.h is included as part of the precompiled libraries.
* For Linux it is enabled if the sse2neon.h header file is detected. However
this library does not have official releases and is not shipped with any Linux
distribution, so manual installation and configuration is required to get this
working.
Ref D8237, T78710
Was reported for Geometry Nodes Editor "New" button, but was true for
any modifier added via modifiers.new().
Now just add appropriate nofifier.
Maniphest Tasks: T85722
Differential Revision: https://developer.blender.org/D10450
The `material_index` attribute can adjust which material in the list
will be applied to each face of the mesh. There are two new things
about this attribute that haven't been exposed by the attribute API yet.
Each comes with limitations:
1. Integer data type: Most attribute nodes are currently written to use
float data types. This means that they can't write to this attribute
because they can't change the type of a built-in attribute.
2. Polygon domain: This is our first attribute using the polygon domain,
meaning until some of the interpolations are implemented, some
operations may not work as expected.
Currently the two nodes that work with this attribute are Attribute Fill
and Attribute Randomize.
Differential Revision: https://developer.blender.org/D10444
To avoid anti-aliasing artifacts on GPencil strokes that have a size smaller than 1 the thickness
is clamped and the opacity reduced. This was done in vertex shader but this had the side effect
of causing strokes that go from large to small to fade across their lengths.
**Solution**
The opacity modulation has now been moved to the fragment shader as advised by Clément Foucault.
The strokeThickness that was passed to the shader was clamped to prevent it from being too small so an additional
unclamped thickness has been passed to the fragment to calculate the opacity modulation. Alternatively I could have chosen
strokeThickness and clampedThickness but I decided against renaming the variables in the current code.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10438
Previously, when the output of a Geometry Nodes modifier would
contain instances, those could not be accessed by other existing
modifiers (e.g. the Array modifier). That is because those modifiers
don't know about instances.
Upcoming commits will improve an this in two ways:
* Also realize instances before deform modifiers.
* Convert a point cloud in the geometry to mesh vertices so that
they can be accessed as well.
Note, making instances real can result in loosing some information
that we do not support in Geometry Nodes yet. That includes some
special builtin attributes like bevel weights.
Ref T85281.
Differential Revision: https://developer.blender.org/D10432
Since "Applied Modifier" was always added last, it obscured more important
messages when using the shortcut to delete modifiers. The purpose of the
report when using the shortcut was to make it clear that something
happened. Since another report does that anyway, only display the
"Applied Modifier" report if the report list length hasn't changed.
Issue introduced by my commit: rB40b7929cc040
**User-level Problem**:
The issue resulted in a full-replace upper strip with only a Z location
channel full-replacing the XY location channels of the lower stack.
replaced to default. The expected behavior is that only the Z location
channel is affected.
**Technical-level Problem**:
Before the problematic commit, fcurves were blended as they were read.
So only existing animated channels would blend. My recent commit
changed the process to read all fcurve values into an isolated
upper_snapshot then blend with the lower stack. There is no data stored
to know whether the upper snapshot channel values were sampled from
fcurves or were default values. Only those sampled from fcurves should
be blended.
**Solution**:
Added a `blend_domain` bitmask member to NlaEvalChannelSnapshot.
The blending function only blends values within the `blend_domain`.
Sampled fcurve values are now marked as within the `blend_domain`.
We also now always copy the lower snapshot to the result snapshot which
only matters when they aren't the same. Currently, it's always the same
so the change is more for future unseen cases.
Reviewed By: sybren, #animation_rigging
Differential Revision: https://developer.blender.org/D10339
This patch adds icons to the right side of nodes when they encounter a
a problem. When hovered, a tooltip displays describing the encountered
while evaluating the node.
Some examples are: attribute doesn't exist, mesh has no faces,
incorrect attribute type, etc. Exposing more messages to the system
will be an ongoing process. Multiple warnings per node are supported.
The system is implemented somewhat generically so that the basic
structure can also be used to store more information from evaluation
for the interface, like a list of available attributes.
Currently the messages are just button tooltips. They could be styled
differently in the future. Another limitation is that every instance of
a node group in a parent node tree will have the same error messages,
the "evaluation context" used to decide when to display the tooltips
must be extended to support node tree paths.
Differential Revision: https://developer.blender.org/D10290
Since the derived node tree is already build for the evaluation system,
it's simpler to pass a derived node to the params struct. This will also
allow context lookups in nested node groups for node error messages,
since the derived node has that information readily accessible.
This will allow using C++ data structures to draw node error messages.
This required removing a forward declared enum for grease pencil undo.
Compiles with clang tidy.
This commit adds support for `bl_description` and python docstrings for panels.
This is useful for pop-over panel types so they can have a label and description.
This commit also includes an example use case.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10429
When dropping an asset somewhere, it is appended and then a drop operation is
called to actually add it to the scene based on current context. If this drop
operation fails, the appended data-block is now still in the .blend. The user
may not notice and not expect this.
Instead idea is to rollback any changes done by dropping code if the operation
fails, namely removing the appended data-block again.
Adds a new `cancel()` callback which is called if the drop operator returns
`OPERATOR_CANCELLED` to drop-boxes and a generic function to deal with assets
on drop failure.
Also removes the `free_id_on_error` property of the `NODE_OT_add_group`
operator, which was used as ad-hoc solution to get this same behavior.