Caused by rB85fe12071ad7.
When looking at a render pass in viewport and move the camera, there's a
"flash" effect in this AOVs test file:
{F9753476}
{F9753473}
The cause seems to be that taa_current_sample when rendering
(DRW_state_is_image_render()) is ok because it has been incremented in
EEVEE_temporal_sampling_draw but taa_current_sample is wrong when we are
not rendering.
D10375 by Ulysse Martin (youle) with clang format changes.
Reviewed By: jbakker, lichtwerk, also blessing from fclem
Differential Revision: https://developer.blender.org/D10375
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
Fix for T84928 .
Considering the changes , issue is resolved ( Ignoring readability issues) .
**Changes **:
- `Change in value assignment of fu/v/w :` Observing previous code , I noticed ,value assigned to them is equivalent to -0.5 ( i.e. co-ordinate of left most vertex of lattice size =1 where centre of lattice is origin ) .
- `Change in value assignment of du/v/w :` Margin ( distance ) between each division of surface along any axis is equivalent to **( (length of surface along axis ) / (no of division line - 1) )** . that's why is changed it to (default_size/unew -1) .
- ` New variable declared "default_size" :` As far as I gone through the code , I noticed values 1 < du ,fu < 1 , which indicates these values were calculated with respect to default lattice of size 1 .
- `removed pntsu/v/w != 1 check :` Following changes inside the if block worked properly for pntsu/v/w = 1 .
Reviewed By: lichtwerk, campbellbarton
Differential Revision: https://developer.blender.org/D10353
This revert removes handling of cursor move and button press events
during Wintab's WT_PACKET event, instead storing pressure and tilt
information to be combined with Window's WM_MOUSEMOVE events.
This also reverts dynamic enabling and disabling of Wintab, dependent
on the chosen Tablet API. If the Tablet API is not explictly Windows
Ink during startup, Wintab is loaded and enabled.
Left in place is a fallback to Windows Ink when the Tablet API is set
to Automatic and no Wintab devices are present. This allows devices
with Wintab installed but not active to fallback to Windows Ink.
Using position provided by Wintab was found to have too many
regressions to include in Blender 2.93. The primary source of
regressions was tablets which mapped coordinates incorrectly on multi-
monitor and scaled displays. This resulted in an offset between what
the driver controlled Win32 cursor position and the Wintab reported
position. A special case of this included tablets set to mouse mode,
where Wintab reported absolute position while the system cursor moved
as a relative mouse with mouse acceleration.
Updates the descriptions and labels for outliner sync in the properties
editor popover to be more clear.
Differential Revision: https://developer.blender.org/D10010
A fix for T83187 (rBf83aa830) assumed in the overlay code of the uv editor that the object was a mesh
when it did not have to be - causing a crash.
The fix makes sure that the object is a mesh.
Reviewed By: jbakker, campbellbarton
Maniphest Tasks: T85499, T85495
Differential Revision: https://developer.blender.org/D10369
This is because the node editor added a "real user" to the node group
that it displays. It was mainly added as a hack to solve issues with custom
tree types (T36024). Since we can store id references in custom properties
now, this "real user" is not really necessary anymore.
Given that we are close to a release, I'll only disable line for geometry nodes,
for which the bug has been reported.
Discussed this solution with Hans Goudey.
Add a boundary check, avoiding access past actual data.
Ideally would need to report error to the user somehow,
but it doesn't seem to be easy to do.
This is a minimal safe patch. The proper complete fix is
being worked on by Jesse.
Differential Revision: https://developer.blender.org/D10357
The inset operator would display the inset thickness and depth as
Blender units during transform. This meant that when the scene units
were set to something different than meters, the display value would
give different results than entering the same number using the value
input. (Similar to D10325)
The fix makes sure that the numbers are always displayed in the correct
scene units.
Reviewed By: campbellbarton
Maniphest Tasks: T85488
Differential Revision: https://developer.blender.org/D10366
Ids stored in the `id` attribute cannot be assumed to be unique. While they
might be unique in some cases, this is not something that can be guaranteed
in general. For some use cases (e.g. generating "stable randomness" on points)
uniqueness is not important. To support features like motion blur, unique ids
are important though.
This patch implements a simple algorithm that turns non-unique ids into
unique ones. It might fail to do so under very unlikely circumstances, in
which it returns non-unique ids instead of possibly going into an endless
loop.
Here are some requirements I set for the algorithm:
* Ids that are unique already, must not be changed.
* The same input should generate the same output.
* Handle cases when all ids are different and when all ids are the same
equally well (in expected linear time).
* Small changes in the input id array should ideally only have a small
impact on the output id array.
The reported bug happened because cycles found multiple objects with
the same id and thought that it was a single object that moved on every
check.
Differential Revision: https://developer.blender.org/D10402
The problem was the stroke was reproject flat to view if the axis was View. Now, if the operation is using depth, the stroke is not reprojected.
Related to T85082
Baking vertex colors per-corner leads to unwanted discontinuities when there is
sampling noise, for example in ambient occlusion or with a bevel shader node for
normals. For this reason the code used to always average results per-vertex.
However when using split normals, multiple materials or UV islands, we do want to
preserve discontinuities. So now bake per corner, but make sure the sampling seed
is shared for vertices.
Fix T85550: vertex color baking crash with split normals, Ref D10399
Fix T84663: vertex color baking blending at UV seams
This patch will share the AOV settings between Cycles and Eevee.
It enable using the AOV name conflict detection of Blender. This
means that unlike how Cycles used to work it isn't possible to add an
AOV with a similar name. Conflicts with internal render pass names will
be indicated with an Warning icon.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9774
In 2.81 there was a change to increase the performance of viewport
animation rendering. This change would perform the color management on the
GPU if the only 8bit was needed. This saved CPU cycles and data
transfer.
The issue is that in the image editor or when saving the image the CM
will be reapplied. Although the speed is desired, exporting the actual
colors has more priority.
In the ticket there is an analysis that shows that shows that this fix
is the correct short term step to take. It would be better that the
render result is aware of the color space of its buffers so the applying
color management could be skipped when saving to disk or drawing in the
image editor.
The issue with this change is the performance penalty it has.
Reviewed By: Brecht van Lommel
Maniphest Tasks: T79999
Differential Revision: https://developer.blender.org/D10371
Having a vertex group in a mesh slowed down unrelated operations
such as selection.
De-duplicating custom-data arrays for layers that contain pointers
can become slow without any benefit as the content never matches.
Use full copies when storing custom-data for edit-mesh undo.
Caused by rB0f95f51361d7.
Similar to T85515, T84717 and their related fixes.
In this case, add missing shading notifier as in rB9274bd457a25.
Maniphest Tasks: T85543
Differential Revision: https://developer.blender.org/D10395
The triangle overlap test failed for exactly overlapping triangles.
When none of the segments intersect, testing a if a single corner
is inside the other triangle fails when the triangles share UV
coordinates.
Resolve by comparing the triangle centers.
Caused by rB5b34d11b55e0.
Above commit restored the view matrices in ED_view3d_draw_offscreen
_before_ they can be stored in the ImBuff (see ED_view3d_draw_offscreen
/ texture_paint_image_from_view_exec).
Now make restoring the view matrices optional and dont do this in case
of reprojection, so the used matrices can still be saved in the ImBuff
later.
Reviewed By: campbellbarton
Maniphest Tasks: T85395
Differential Revision: https://developer.blender.org/D10331
This fixes two issues that were preveting normal orientation for working:
- The translation of component of the object matrix should not be
considered when converting a normal to world space.
- Whe using cursor for depth, the depth for the shape should be taken
directly from the cursor (which is already unprojected and updated)
instead of from the brush, which may have not been updated.
Reviewed By: dbystedt, JacquesLucke
Differential Revision: https://developer.blender.org/D10231
The thumb brush was updating the area normal per brush sample, which was
making unstable sampled normals for setting the displacement direction
when the vertices are moved too much from their original positions.
Now it always uses the original normal except when using anchored
strokes. In those cases, the normal always needs to be updated.
Reviewed By: JacquesLucke
Maniphest Tasks: T85079
Differential Revision: https://developer.blender.org/D10214
This patch will show textures in the image editor with the maximum
available resolution determined by the GPU Hardware/Driver.
Currently the size is limited by the user preference texture size limit.
An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request
gpu textures in the max supported resolution. When this flag isn't
set the gpu texture is limited by the user preference setting.
When the gl resolution limit is disabled the GPU texture is always
created for the max supported resolution.
Reviewed By: Clément Foucault
Maniphest Tasks: T81206
Differential Revision: https://developer.blender.org/D9160
When clamp is enabled, it should clamp between the output min and max
and not between 0 and 1.
Differential Revision: https://developer.blender.org/D10324
`seq_effect_speed_get_strip_content_length()` checked only for number
of inputs of target strip, even if it's not an effect.
Only effects are treated in different way, so check for type as well.
Broken by 93c10797dc
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10356
Currently the displayed distance when using the shrink/fatten transform
operator does not respect the scene units (they would always be in
blender units).
This changes makes sure the number is displayed in the correct unit.
Reviewed By: mano-wii
Maniphest Tasks: T85378
Differential Revision: https://developer.blender.org/D10325
Regression introduced by {rBed809866b172} where overlays weren't drawn
when overlays are turned off. The background in wireframe, solid
(always) and material preview and render preview (when not using scene
world) are also part of the overlays.
Caused by rBf83aa830cd00.
Since above commit, only meshes in editmode were considered for drawing
(because
BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs was
used), but the option needs to work for texture paint mode as well, so
use BKE_view_layer_array_from_objects_in_mode_unique_data instead on
pass the draw_ctx->object_mode.
note: there is no good filter_fn to check if we have UVs if mesh is not
in editmode, this shouldnt cause much of a performance hit though.
Maniphest Tasks: T85396
Differential Revision: https://developer.blender.org/D10319
The rotation direction was flipped recently.
This meant that rotation on a single axis gave negative results compared
with previous Blender releases.
This partially reverts a9b53daf23.
Differential Revision: https://developer.blender.org/D10299
Adds an exception so that the key-binding `control + Tab` does not get
duplicated as `command + Tab` on macOS because this is a global system
shortcut for the app switcher.
The key-binding `command + Tab` was shown for the operators “Toggle
Graph Editor“ and “Toggle Dope Sheet” in Dope Sheet and Graph Editor,
but only `control + Tab` actually worked.
Differential Revision: https://developer.blender.org/D10304
The driver variable `splines[0]` (on a curve)
behaved as if the path was `splines`.
Resolve pointers was well as properties as it's supported by the caller.
Error in original commit that added property support
82b0a9e369.
Dyntopo does not have Face Sets implemented yet, so the entire mesh is
considered a single Face Set. In that case, the check unique face set
function should always return true.
Reviewed By: JacquesLucke
Maniphest Tasks: T85230
Differential Revision: https://developer.blender.org/D10259
This ensured that the sculpt mode deformation is flushed to the mesh
datablock after leaving sculpt mode, so it can be duplicated and
extracted correctly.
Reviewed By: JacquesLucke
Maniphest Tasks: T85136
Differential Revision: https://developer.blender.org/D10254
A missing flush of the deformed PBVH coordinates to the shape key.
Reviewed By: JacquesLucke
Maniphest Tasks: T84370
Differential Revision: https://developer.blender.org/D10174
The edge preview data of the boundary needs to be freed with the
boundary data created for the brush. Also, all data for the
ScultpSession preview that is used to render the cursor needs to be
freed with the ##SculptSession##.
Found by Jacques Lucke
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10173