I'd like to use this file to draw curves from geometry nodes, which
would otherwise require implementing a C API. The changes in this
commit are minimal, mostly just casts and changing to nullptr.
Differential Revision: https://developer.blender.org/D11350
The CoW copy of the node group was not updated correctly after it
changed. Arguably, tagging the node tree could also be part of
`ntreeUpdateTree` (which needs to be called after changes to the
node tree anyway). However, there are many instances where the
depsgraph is tagged explicitly after `ntreeUpdateTree` is called,
so it should be fine here as well. This is similar to what is done
in `snode_dag_update`.
Differential Revision: https://developer.blender.org/D11342
The wrong matrix function was used and overwrote the custom bone shape
scale instead of reading from it.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11330
When creating Win32 windows, the sizes and placements can be out by a
small amount, mostly noticeable near monitor edges. This is because
Windows 10 includes a thin invisible border (typically 7 pixels) when
determining position. Therefore the correct values can sometimes be
just outside the monitor bounds, but we clamp them at those bounds.
This patch fixes this by first clamping the requested values to monitor
bounds, adjusting for window chrome with AdjustWindowRectEx(), and then
using those adjusted values in CreateWindowExW().
see D11314 for more details.
Differential Revision: https://developer.blender.org/D11314
Reviewed by Ray Molenkamp
Accessing data through RNA should never implicitely create it. Objects'
and particles' forcefields and collision settings were doing this.
Note that UI code also had to be tweaked to properly handle `None`
(NULL) cases.
Differential Revision: https://developer.blender.org/D11341
This data (the force fields) are expected to always be there, but they
are currently created on the fly by RNA accessors (typically from UI
draw code), which is extremely wrong way to do it.
Differential Revision: https://developer.blender.org/D11341
This is an initial change to speed up the calculation of the Occlude eraser. In the future, we can add more optimizations, but at least this increase speed.
Intead to check always the 3 points, the check is skipped if it's not required.
Base in a solution by Philipp Oeser.
This is related to T88412
Root of the issue was actually hidden deep in depsgraph itself: it would
not properly update all of its COW IDs using a datablock when depsgraph
decides to evaluate or un-evaluate it.
This would lead to evaluated IDs pointing to either:
- orig IDs when there was an evaluated version of those (annoying bug,
but not a crashing one).
- old address of previously evaluated IDs that no longer exists in the
depsgraph (causing the crash from the report e.g.).
This commit adds an extra step at the end of nodes building, that goes
over all of already existing IDs in the depsgraph to check whether they
do one of the two things above, and tag them for COW update if so.
NOTE: This only affects depsgraph (re-)building, not its evaluation.
This remains consistent with the fact that operations that may change
the depsgraph content (like Collection exclusion etc.) need to trigger a
rebuild.
NOTE: Performances: Worst case scenarii, like (un-)excluding a whole
character collection in a production file, lead to 5% to 10% extra
processing time in depsgraph building. Most of it comming from extra COW
processing (in depsgraph's update in `build_step_finalize`), the detection
loop itself only accounts for 1% to 2% of the whole building time.
Maniphest Tasks: T85752
Differential Revision: https://developer.blender.org/D10907
This node can change all faces that use a specific material to use a
different material. Using this node is significantly more efficient
than creating a selection from all faces with a specific material
index and then using the Material Assign node.
Ref T88055.
Differential Revision: https://developer.blender.org/D11325
Share the pointer with the original mesh instead, this matches behavior
of all other objects edit-mode data.
Duplicating the edit-mesh pointer makes updates to edit-mesh require
a COPY_ON_WRITE update, which is currently an expensive operation
(copying the entire mesh).
Notes:
- This change is from 802027f3f8
so the edit-meshes object pointer `BMEditMesh.ob` referenced the COW
version of the object. This pointer has since been removed, so the
copy is no longer needed.
- Having a separate edit-mesh pointer could be used so linked duplicates
could have their own generated meshes. For this to be supported,
many other changes would be needed: see D10920.
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.
Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
Previously, the "follow path constraint" and "follow parented curve"
were clamped. This restriction was lifted in rBcf2baa585cc8
Add back an option to get the old behavior in the "Path animation" settings.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D11263
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation`
The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called.
Differential Revision: https://developer.blender.org/D11329
Make `CMAKE_OSX_DEPLOYMENT_TARGET` independent of buildbot settings and
always set to `OSX_MIN_DEPLOYMENT_TARGET`. That fixes the launch error
on OS older than buildbot's.
Remove unused `MACOSX_DEPLOYMENT_TARGET`.
Fix T88419
Diff D11323
Since there is a special callback for assigning the name from the
search box, and the callback doesn't call an operator or something
else that would do an undo push, I think the solution is to do it
manually here.
Another option would be adding the button flag "UI_BUT_UNDO", which
isn't set by default for search buttons, but that gives us ugly names for
the undo steps, so an explicit push is better in this case.
Differential Revision: https://developer.blender.org/D11190
When activated in modal, `translate`, `resize`, `rotate`, `shear` and
`edge_rotate_normal` use a different orientation than the set in scene.
This orientation needed to match since some of these modes can be switched
during operation.
The default orientation for these modes was `V3D_ORIENT_VIEW`.
And this changed when finishing the `translate` and `resize` to
`V3D_ORIENT_GLOBAL`.
But this could cause inconsistencies when inputting values from the
keyboard.
The solution now is to change the orientation when you change the mode.
---
Note: Although the user can expect the value entered to reflect the
orientation set in the scene, it would require a lot of changes and would
not be really useful.
Use bone rotation order to compute the baked rotation. This fixes a bug
introduced in rB0e85d701c654, where the object rotation order was
applied to the bone.
Maniphest Tasks: T88359, T86193
Reviewed By: sybren, GuiltyGhost, #animation_rigging
Differential Revision: https://developer.blender.org/D11282
This node is similar to the Value and Vector node.
It just provides a way to use the same material in multiple nodes
without exposing it outside of a node group.
Differential Revision: https://developer.blender.org/D11305
This adds a new Material Assign node. It can be used to change the
material used by an existing mesh or to assign a material to a mesh
that has been generated from scratch.
Differential Revision: https://developer.blender.org/D11155
This fixes the `Apply Modifier` and `Visual Geometry to Mesh` operator
when a modifier changed materials on the evaluated geometry.
This is necessary since rB1a81d268a19f2f1402f408ad1dadf92c7a399607.
Differential Revision: https://developer.blender.org/D11303