For 2.93 we bumped the minimum windows requirement
to windows 8.1, but did not do any clean-up of any
win 8/8.1 API usage we dynamically accessed though
LoadLibrary/GetProcAddress.
This patch bumps _WIN32_WINNT to 0x0603 (win 8.1)
and cleans up any API use that was accessed in a
more convoluted way than necessary
Differential Revision: https://developer.blender.org/D11331
Reviewed by: harley, nicholas_rishel
Use the appropriate notifier, listeners were already doing the rest
properly.
Maniphest Tasks: T88569
Differential Revision: https://developer.blender.org/D11436
Cause is that initializing the cryptomatte session would reset the
current frame of an image sequence. The solution is to always use the
scene current frame so it resets to the correct frame.
This was a todo that wasn't solved after it landed in master.
Needs to be backported to 2.93.
When compositor node tree has a texture node, TextureOperation vector inputs has always {0, 0} resolution instead of having same resolution as TextureOperation which is the expected behaviour for resolutions propagation.
Current TextureOperation determineResolution implementation doesn't determine inputs resolution, breaking propagation of preferred resolution and that's the reason why they are always 0. Setting scene resolution always would mean it is its own resolution and could make sense, but setting it only when preferred resolution is 0, breaks preferred resolution logic affecting other operations as explained in D10972. In any case scene resolution is already the default preferred resolution on viewer and compositor nodes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11381
The issue was two fold. We didn't properly:
1. Initialize the codec default values which would lead to VLC
complaining because of garbage/wrong codec settings.
2.Calculate the time base for the video. FFmpeg would happily accept
this but VLC seems to assume the time base value is at least somewhat
correct and couldn't properly display the frames as the internal time
base was huge. We are talking about 90k ticks (tbn) for one second of
video!
This patch initializes all codecs to use their default values and fixes
the time base calculation so it follows the guidelines from ffmpeg.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D11426
Code checking for potential collection loop dependencies can be called
in cases where we cannot guarantee that there is no NULL pointers, so we
need to check those. Was already done for objects.
NOTE: doubled-checked by @jbakker, thanks.
Code checking for potential collection loop dependencies can be called
in cases where we cannot guarantee that there is no NULL pointers, so we
need to check those. Was already done for objects.
Reuse loose geometry during selection (and other operations) from
previous calculation. Loose geometry stays the same, but was
recalculated to determine the size of GPU buffers. This patch would
reuse the previous loose geometry when geometry wasn't changed.
Although not the main bottleneck during selection it is measurable.
Master.
`rdata 46ms iter 55ms (frame 410ms)`
This patch.
`rdata 5ms iter 52ms (frame 342ms)`
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11339
This patch from Erik Abrahamsson uses a parallel_for to speed up
the case where the input is not manifold and the "hole_tolerant"
option is set.
In a test case on a 24 core (48 thread) machine, this sped up a
the boolean part on an object with 221k triangles from 12.06s to 0.46s.
When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
Before the FFmpeg commit: github.com/FFmpeg/FFmpeg/commit/1c0885334dda9ee8652e60c586fa2e3674056586
FFmpeg would use deprecated variables to calculate the video fps.
We don't use these deprecated variables anymore, so ensure that the
duration is correct in ffmpeg versions without this fix.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D11417
We didn't initialize the scaled proxy frame properly.
This would lead to issues in ffmpeg 4.4 as they are more strict that the API is properly used.
Now we initialize the size and format of the frame.
Based on the task T88006, there are a few simple changes
to make to improve the switch node:
- Change the label to "False" / "True" for clarity
- Change default to geometry, as it's the basic data container in
geometry nodes.
- Change node class to `NODE_CLASS_CONVERTOR`, which was an oversight
in the original patch.
I will add the new socket types (material and texture) in a separate commit.
Thanks to @EitanSomething for the original patch.
Differential Revision: https://developer.blender.org/D11165
This was caused by unsafe sqrt calls.
Fixes T86578 white artifacts in EEVEE
Reviewed By: brecht, dfelinto
Differential Revision: https://developer.blender.org/D11428
While we could make this node work for boolean inputs in the future,
currently it's really just designed to compare "float-like" inputs.
Many comparison modes don't even make sense for boolean inputs.
Therefore, the simplest fix for this bug is just to disable the
boolean attribute input modes for this node.
Differential Revision: https://developer.blender.org/D11427
When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
This node creates poly curve splines from mesh edges. A selection
attribute input allows only using some of the edges from the mesh.
The node builds cyclic splines from branchless groups of edges where
possible, but when there is a three-way intersection, the spline stops.
The node also transfers all attributes from the mesh to the resulting
control points. In the future we could add a way to limit that to a
subset of the attributes to improve performance.
The algorithm is from Animation Nodes, written by @OmarSquircleArt.
I added the ability to use a selection, attribute transferring, and
used different variable names, etc, but other than that the algorithm
is the same.
Differential Revision: https://developer.blender.org/D11265
Not entirely sure why this was not an issue for 16.9
but TBB includes the Windows.h header which by default
will define min and max macro's
These collide with the stl versions in <algorithm>
This patch requests Windows.h not to define the
problematic macro's, resolving the conflict.
Caused by {rB66923031e6f2}.
Code would process unselected sequences and skip selected, needs to be
the other way around.
Maniphest Tasks: T88635
Differential Revision: https://developer.blender.org/D11424
When using the operator `ui.copy_data_path_button(full_path=True)` ({key
ctrl shift Alt C} on hover) the copied path does not consider the
library origin. That means that when there is a name clash the data path
is not accurate and refers to the local item instead.
This patch adds the library (if the ID is linked) of the returned string
from RNA_path_full_ID_py.
bpy.data.objects["Cube", "//library.blend"] instead of
bpy.data.objects["Cube"]
note: parsing this happens in
pyrna_prop_collection_subscript_str_lib_pair_ptr
Maniphest Tasks: T88499
Differential Revision: https://developer.blender.org/D11412
A utility that supports passing in actions as command line arguments for
writing reproducible interactions, benchmarking, profiling and testing.
Unlike regular scripts this is able to control model operators usefully.
Typical ways of controlling Blender using this utility are via
operator id's, menu search and explicit events.
Others methods can be added as needed.
See the doc-string for example usage.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.
Timings before: between 0.000069s and 0.000362s.
Timings after: between 0.000032s and 0.000092s.
Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.
Future improvements are possible by generating the index buffer
of hair directly on the GPU.
NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
Added missing topbar in VSE.
Also added the Stabilizer options to Topbar for all modes.
Reviewed By: mendio, pepeland
Maniphest Tasks: T86465
Differential Revision: https://developer.blender.org/D11347
We need to re-evaluate what needs to be resynced after each step of
processing overrides from a given 'indirect level' of libraries.
Otherwise, recusrive overrides (overrides of linked overrides) won't
work.
Note that this should not change too much in practice currently, since
there are other issues with recursive overrides yet.
Also, checks (CLOG errors) added show that some ID (node trees) seem to
be detected as needing resynced even after beig just resynced, this
needs further investigation still. Could be though that it is due to
limit currently set on nodetrees, those are always complicated
snowflakes to deal with...
Oversight in {rB470f17f21c06}.
Hiding was only done for the first mesh, then the operator finished (in
case of UV_SYNC_SELECTION).
Now just continue to the next.
Maniphest Tasks: T88625
Differential Revision: https://developer.blender.org/D11413