`ED_GIZMO_CAGE2D_STYLE_CIRCLE` now draw circles. The previous `ED_GIZMO_CAGE2D_STYLE_CIRCLE`, which drew rectangles, is renamed to `ED_GIZMO_CAGE2D_STYLE_RECTANGLE`. The meaning of `ED_GIZMO_CAGE2D_STYLE_BOX` is now unclear and probably needs to be renamed too.
Ref T104280
Maniphest Tasks: T104280
Differential Revision: https://developer.blender.org/D17174
Remove some assumptions that an FCurve with a single keyframe always is
extrapolated in constant fashion. There's no reason for the Beziér handles
to be ignored in such a case.
FCurve evaluation already worked properly, it was just the drawing in the
graph editor and the selectability of the handles that needed adjustments.
Test case is a smaller step towards supporting Vulkan. Other
test cases rely on SSBOs as well so it is better to first satisfy
this step before handling the others.
Even though the dope sheet respects the pinned channels, it did not show the icon to interact with the pinned state.
This adds the icon to the dope sheet as well.
{F14178715}
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D17061
Ref: D17061
n versioning, when converting CD_SCULPT_FACE_SETS to CD_PROP_INT32
the layers were not kept properly ordered by type.
This was discovered while investigating T104053
Differential Revision: D17165
Previously, having the "Encoding speed" set to "slowest" would choose
libaom-av1 first and librav1e second. This change makes Blender choose
librav1e first (and has a fallback to whatever other AV1 codec is
available if librav1e is not installed).
Addresses /T103849 on systems where librav1e codec available.
Reviewed By: sergey, ISS
Maniphest Tasks: T103849
Differential Revision: https://developer.blender.org/D17002
In File Browser, correct full path creation so that it works correctly
in recursive listings.
See D17175 for more details.
Differential Revision: https://developer.blender.org/D17175
Reviewed by Julian Eisel
Blender crashes when Simplify is enabled and set to 0.
This is because mesh_to_volume_grid returns nullptr at voxel size 0.
A simple null-check fixes this problem.
Differential Revision: https://developer.blender.org/D17122
`WM_modalkeymap_items_to_string` is expected to always return a string.
But in the special case of zero length, the returned string was not
terminated with `'\0'`.
This can cause problems with the header of the knife tool for example.
It always uses the returned string.
(This issue was observed when investigating T103804).
This reverts commit 11a9578a19.
Reverting this because there was a miscommunication between Simon and me. Shortly
before I committed the change, Simon noticed that there are cases when "Hide Value"
is checked to hide the value in a group node, but we still want to show the value
in the modifier.
Normals falloff mask is created inverted compared
to how other falloffs work. It's now un-inverted
in a final step at the end.
Also exposed the normals falloff smooth steps as
an RNA property.
When the "Hide Value" option of a group input is enabled, only its name
is displayed in group nodes. Modifiers should have the same behavior.
However, for modifiers, only showing the name does not make sense
when the user can't edit the value. Therefore the value is not shown at all.
Was using squared cosine instead of cosine. The problem is obvious for large spread angles.
|before|after
|{F14220946}|{F14220948}
The images are generating by returning `floor(spotmask)` in function `spot_attenuation()` in `lights_lib.glsl`.
Thoses are added for better component masking syntax.
This avoids the harder to read `float2(my_vec4)`.
This is not meant to be fully usable swizzling support but could be
extended in the future.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2()`).
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D17160
Reduces the GLSL to MSL translation stage of shader compilation from 120 ms to 5 ms for complex EEVEE materials. This manifests in faster overall compilations, and faster cache hits for secondary compilations, as the MSL variant is needed as a key.
Startup time is also improved for both first-run and second-run. Note that this change does not affect shader compilation times within the Metal API.
Also disables shader output to disk
Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16990
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17033
Replace texelFetch calls with a texture point-sample rather than a textureRead call. This increases texture cache utilisation when mixing between sampled calls and reads. Bounds checking can also be removed from these functions, reducing instruction count and branch divergence, as the sampler routine handles range clamping.
Authored by Apple: Michael Parkin-White
Ref T96261
Depends on D16923
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D17021
Test results were generated from incorrect code.
Code was fixed, but test results weren't updated.
This patch updates the test results to match the implementation.
- `projection_perspective.w.w == 0.0`
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
(simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
Authored by Sonny Campbell.
Currently when importing a USD file, some of the camera properties are
ignored, or the units are not converted correctly from USD world units.
On import we currently set the focal length, but not the camera sensor
size (horizontal and vertical aperture), so the camera field of view
is wrong. The sensor size information is in the USD file, but is ignored
for perspective cameras.
USD uses "tenth of a world unit" scale for some physical camera properties
like focal length and aperture.
https://graphics.pixar.com/usd/release/api/class_usd_geom_camera.html#UsdGeom_CameraUnits
I have added the UsdStage's metersPerUnit parameter to the ImportSettings
so the camera can do the required conversion on import. This will convert from
the USD file's world units to millimeters for Blender's camera settings.
Reviewed by: Sybren and makowalski.
Differential Revision: https://developer.blender.org/D16019
The glsl files + create infos of shaders that are only used
during development where still being compiled into blender.
This isn't needed and shouldn't be included. This change will
only include them when WITH_GTEST and WITH_OPENGL_DRAW_TESTS are
enabled. All other cases those files will be skipped.