This is because OB_MODE_SCULPT_CURVES is not part of OB_MODE_ALL_PAINT
(yet). While there is some chance it ends up there, there are a lot of
more places that need checking and so patch only fixes the report very
isolated.
NOTE: T93501 is related (since the option to show these should also be
hidden in sculptmode)
Maniphest Tasks: T101765
Differential Revision: https://developer.blender.org/D16764
Recently a new geometry node for splitting edges was added in D16399.
However, there was already a similar implementation in mesh.cc that was
mainly used to fake auto smooth support in Cycles by splitting sharp
edges and edges around sharp faces.
While there are still possibilities for optimization in the new code,
the implementation is safer and simpler, multi-threaded, and aligns
better with development plans for caching topology on Mesh and other
recent developments with attributes.
This patch removes the old code and moves the node implementation to
the geometry module so it can be used in editors and RNA. The "free
loop normals" argument is deprecated now, since it was only an internal
optimization exposed for Cycles.
The new mesh `editors` function creates an `IndexMask` of edges to
split by reusing some of the code from the corner normal calculation.
This change will help to simplify the changes in D16530 and T102858.
Differential Revision: https://developer.blender.org/D16732
Fixed more cases where attributes weren't being reinitialized
on switching PBVH mode:
* When PBVH_GRIDS and PBVH_BMESH force attributes into simple
array mode they no longer override simple_array in the
SculptAttributeParams parameters, instead they set a field
in SculptAttribute itself. Thus if the attribute is
reinitialized in another mode it won't retain the simple_array
parameter.
* sculpt_attribute_ensure_ex now calls sculpt_attr_update if
the attribute already exists.
* Fixed a bug from a couple commits ago that set
SculptAttribute.data_for_bmesh wrong.
PBVH draw code now builds coarse triangle index buffers
for multires. Note that the coarse grids can be at any
multires depth but is currently hardcoded to 1.
Previously the sculpt box trim operator always created face sets,
but after face sets became optional it only modified them if they
already existed. Absent a better way to turn the behavior on and off,
the fix is to just always create face sets.
Before f1c0249f34 the material was assigned to the previous
slot rather than the next. Though the behavior is arbitrary, there
is no reason to change it.
The `transform_convert_clip_mirror_modifier_apply` code is made more readable by:
- decreasing indentation;
- removing `axis` and `tolerance` variables;
- renaming `int clip` to `bool is_clipping`;
The comment of `solve_cubic()` put the coefficients of the to-be-solved
cubic equation in the wrong order. This is now fixed.
No functional change, just a comment fix.
When the line was very thin the precision of the thickness
calculation was not precise enough.
The algorithm has been improved. This affects SVG and PDF.
* Make it clearer that contrib isn't shipped with releases, by already excluding it in beta.
* Improve the UI by hiding the "Testing" enum item in these case.
Differential Revision: https://developer.blender.org/D16729
In preparation to sanatize the mask texture and color texture in sculpt code. In sculpt
mode the mask texture is read from mtex, leaving the mask_mtex when we want to use color
textures in sculpt mode.
Adds an early return if Position/Offset inputs won't lead
to any changes in the Geometry.
It now also compares with the read-only Position attribute instead of
getting it for write only, to work correctly with Copy-on-Write.
Before, the `is_same`-check only worked for geometry created
in the node tree.
Differential Revision: https://developer.blender.org/D16738
The OpenVDB delay loading of voxel leaf data using mmap works poorly on network
drives. It has a mechanism to make a temporary local file copy to avoid this,
but we disabled that as it leads to other problems.
Now disable delay loading entirely. It's not clear that this has much benefit
in Blender. For rendering we need to load the entire grid to convert to NanoVDB,
and for geometry nodes there also are no cases where we only need part of grids.
Expand the motion path frame range options with an extra option "Manual
Range". When chosen, Blender will not automatically update the path
range any more.
Additionally, the start/end frame fields are greyed out in the UI when
one of the automatic range options is selected (i.e. all but the new
"Manual Range" one). It is still possible to set the start/end frame
temporarily, but the original behaviour (of recomputing those on update)
remains.
Manifest Task: T101522
The catalog tree is a unit on its own, and should be tested separately.
This makes the testing files smaller and more focused, which can help
maintaining them.
This manages setting up asset library directories for testing, which is
useful for testing multiple asset library related compontents. So move
it to a common header. No reason to squeeze everything into one file
then.
Compile each static shader using shaderc to Spir-V binaries.
The main goal is to make sure that the GLSL created using ShaderCreateInfo and able to compile to Spir-V.
For the second stage a correct pipeline needs to be created and some shader would need more
adjustments (push constants size).
With this patch future changes to GLSL sources can already be checked against vulkan, without the
backend finished.
Mechanism has been tested using MacOS and MoltenVK. For other OS, we should finetune CMake
files to find the right location to shaderc.
```
************************************************************
*** Build Mon 12 Dec 2022 11:08:07 CET
************************************************************
Shader Test compilation result: 463 / 463 passed (skipped 118 for compatibility reasons)
OpenGL backend shader compilation succeeded.
Shader Test compilation result: 529 / 529 passed (skipped 52 for compatibility reasons)
Vulkan backend shader compilation succeeded.
```
Reviewed By: fclem
Maniphest Tasks: T102760
Differential Revision: https://developer.blender.org/D16610
Previously, it wouldn't detect the case when one mesh had an attribute
that the other one did not. Not sure if this always was the case or whether
this less strict test was implemented accidentally at some point.
But it below the `else` case to make the control flow clearer, since
in the end that is more important. Also clarify the wording and fix
grammar slightly.