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45 Commits

Author SHA1 Message Date
5be9ef4177 Version bump: Blender v2.91.2-release
Due to issues in the MS store we are only able to solve it by bumping
the version to 2.91.2. This will mean that there will not be an official
2.91.1 release.
2021-01-19 17:15:32 +01:00
7da5ccaf11 Version: Blender v2.91.1 release 2021-01-19 08:40:07 +01:00
d5c7a4b369 WindowsStore: Fix Search Bar Icon
During tests the search bar icon was not show. The reason is that the
logo in the manifest pointed to an icon that was removed.
2021-01-19 08:36:10 +01:00
e06d1d585b Fix Increment Snapping Without Constraints in Non-Axis-Aligned Views
The incremental snap was always operating in the local space, which in most
cases is the VIEW type orientation.

Use only local space when the operation is affected by constraint.

Differential Revision: https://developer.blender.org/D10052
2021-01-13 15:03:24 +01:00
384b298608 Fix T84453: Crash bezier curves transfrom
The pointer allocated to the `TransData` was being incorrectly incremented,
causing misalignment and consequently `heap-buffer-overflow`.

Because of this, `TD_NOTCONNECTED` was being set in a strange way that did
not correspond to other types of `TransData`.

The solution is to not increment the `TransData` pointer and set
`TD_NOTCONNECTED` only for "unconnected" segments.

The code was also a bit deduplicated.
2021-01-13 15:03:10 +01:00
1c9fc4d97e Fix file-handle leak when parsing xdg user directories 2021-01-13 15:02:39 +01:00
8b52c04f9b Fix BKE_blender_atexit_unregister error removing from linked list
This is an old bug exposed by having multiple atexit calls since
c65c4149c9.
2021-01-13 15:02:16 +01:00
552e02f731 Fix T82952: Crash changing mesh data block and switching scenes
Regression in 33ac3582bb.
2021-01-13 15:02:02 +01:00
91e5b9d5f7 Fix T79779: Pick shortest UV face-path ignores sticky setting 2021-01-13 15:01:39 +01:00
4be9df7692 Fix T83372: Point.select can be True when unselected 2021-01-13 15:01:24 +01:00
9f6374650a Fix T84426: Limit dissolve ignores selection with custom normals
Regression in 9969c2dd16.

Add note that custom normal calculation functions write into to tags.
2021-01-13 15:01:02 +01:00
afc1e3913a Fix T82960: Inaccurate selection on collapsed outliner rows
After rB15083d9e1 the outliner tree is not rebuilt after expanding or
collapsing rows. Because the tree is no longer rebuilt the positions
and flags of the elements are not cleared when collapsing a row. This
caused hover highlights and selections on the collapsed child icons to
be incorrect in many cases.

For example, only the direct children of a collapsed element are drawn
inline. If any grandchild elements had been previously icon row flagged
they would continue to be evaluated as icon row elements despite being
hidden. In this case the x coordinates of the child and grandchild would
overlap causing selection to appear erratic.

Now the flags for inline row icons are explicitly cleared, which was
previously only done because the tree was rebuilt on collapsing rows.
2021-01-13 15:00:37 +01:00
37d450b518 Fix T83801: UVEditor translation ignores "Pixel Coordinates" and aspect
ratio

Caused by rB4eda60c2d82d.

T83801 reported not moving in pixel space, but even without that toggle
above commit caused the translation to not take apsect ratio into
account properly [a translation of 1 on the x axis for example on an
image with non 1:1 aspect ration caused the UVs to not end up in the
same place on the next 'tile']

Above commit removed 'removeAspectRatio()' [the counterpart of
applyAspectRatio -- which does the pixel coord correction internally]
from 'applyTranslation()'.

This was also reported in T83352 [which was closed by rBf3b08af24c9f --
but that only solved the displax in header, not the actual
transformation]

Now bring back 'removeAspectRatio()'.

Maniphest Tasks: T83801

Differential Revision: https://developer.blender.org/D9869
2021-01-13 15:00:23 +01:00
13530e83f0 Fix T83851: Python: operator macros cause a crash
Caused by rB7447eb7e7430.

This is just a copy-paste error [previous LISTBASE_FOREACH substitution
of marco loop in that file has a different starting point which is not
appropriate here]

Maniphest Tasks: T83851

Differential Revision: https://developer.blender.org/D9872
2021-01-13 14:59:59 +01:00
a8998af85d Fix T83875: Converting Proxy to override crashes blender.
Some weird proxies apparently can have a local collection instancing...
Not sure this is even really valid for proxies, but in any case we
cannot override that, just detect and properly cancel the operation
then.

Should be backported to 2.91.1 should we do it.
2021-01-13 14:59:37 +01:00
e84008459d Fix crash sliding effect sequence strips
Off by one error in array access.
2021-01-13 14:59:16 +01:00
04c7f9abdb Fix T83361: UV Editor does not draw pinned selected UVs as pinned
Caused by rB4212b6528af.

outlineColor is computed by the vertex shader, so not a uniform.
So outlineColor was undefined.

note: it was still possible to run into the situation that a selected UV
is drawn ontop of a selected pinned UV [you had to disable sticky
selection for this], now also make sure selected-pinned are drawn
topmost, then selected, then unselected UVs.

Maniphest Tasks: T83361

Differential Revision: https://developer.blender.org/D9786
2021-01-13 14:58:04 +01:00
Greg Neumiller
5baac00bce Fix T83296: Unknown actions no longer perform an undo push
str_len_clip is initialized to 0, so when "Unknown Action"
occurs, set str_len_clip appropriately.
Regression in 0688309988

Ref D9759
2021-01-13 14:57:45 +01:00
Greg Neumiller
29b3035a54 Fix T83347: Smart UV project crashes with wire edges
Missing NULL check.
Regression in 9296ba8674

Ref D9757
2021-01-13 14:57:29 +01:00
ceac8559e1 Revert "Fix T78823: Slash in custom property name does not work"
This reverts commit cbae82ba96.

This change introduced the following problems:

- We could no longer reliably duplicate or use an existing
  custom property names.
- We could no longer assume a bone or ID name
  can be used in a custom-property.
- Importers that support custom properties (such as FBX)
  could fail with an exception creating custom properties.
2021-01-13 14:57:09 +01:00
47159f1609 Fix T83050: Crash dragging shared collection to master collection
The flag syncing code expects to find collection flags in same view
layer before and after the move, it even has an assert for it. However,
there is one case where this doesn't happen, when dragging a collection
that exists in two scenes to the master collection.

This commit removes this assert, frees the temporary flag structs
separately, and updates some comments with this information.
There is more detail in the adjusted comment.

Differential Revision: https://developer.blender.org/D9785
2021-01-13 14:56:32 +01:00
7c9adcc05d Fix T83280: Crash when deleting hair collision collection.
Root of the issue was missing management of ID pointers in the cloth
modifier data stored in ParticleSystem for hair physics, in the
'foreach_id' particle system code.

Using modifier's 'foreach_id' code in psys one unfortunately requires
some ugly conversion gymnastics, but this is still better than having
dedicated code for that case.

Note that this is actually a fairly critical issue, fix should be
backported to 2.91.1 should we do it, and to 2.83 LTS as well I think.
2021-01-13 14:56:08 +01:00
Germano Cavalcante
0be041d3b5 Fix T83460: Regression in snap for measure tool
Now the gizmo is drawn only when the eventstate located in
`wm->winactive->eventstate` has not changed.

So it doesn't matter if it's "selected" or not.

This commit also removes the use of the private header "wm.h"

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D9539
2021-01-13 14:55:52 +01:00
8de98d68c2 Fix T83352: Move with constraint showing an incorrect value in the header
The displayed value was always that of the x axis.
2021-01-13 14:52:45 +01:00
68f355fbee Fix T83161: Crash when moving ruler endpoints and opening or closing the toolshelf
`invert_snap` could be called before `snap_gizmo->keymap` was found.

Use the lazy initialization in `invert_snap` then.
2021-01-13 14:52:27 +01:00
5d31f404de Fix transform snap mixed with incremental
The incremental was taking priority but the other elements are mandatory.
2021-01-13 14:52:07 +01:00
87310c0af1 Fix T83092: Direction of rotation with View orientation changed in 2.91
The change was intentional so that the orientation matrices match
(`rv3d->viewinv` becomes equal to the orientation matrix).

But, although in a projection matrix the Z axis is negative, this
should not be so from the user's point of view.

So the solution here is to negate the Z axis when the View orientation
is chosen.

This affects all modes, but is only evident for rotation.

---
Another change here is to use the final rotation value (`values_final`)
for the gizmo drawing since this value can be changed by the mode.
2021-01-13 14:51:41 +01:00
b6e84d3edf Fix T83020: Transform: AutoConstraint being confirmed without releasing the MMB
The transform modifiers are confirmed by releasing any button.

Thus, the operation can be falsely confirmed if the button that launched
the operation is released after the modifier has been activated.

Previously the events that confirmed the modifiers were hardcoded.

An option to fix this would be to add custom confirmation keyitens for
specific modifiers. But this can be a bit confusing and would make the
modal keymap even bigger.

So the solution here is to skip the button that launched the operation
when confirming the modifier.
2021-01-13 14:51:14 +01:00
2fa5fd5a33 Fix transform redo panel showing only the first custom orientation
The error was introduced in rBf470a02afaea, but the problem is in
`ED_transform_calc_orientation_from_type_ex`
2021-01-13 14:50:56 +01:00
d0426a4ed5 Fix T82777: Some transform modes using incorrect default orientation
Some modes were always using `"Global"` orientation as the default.
2021-01-13 14:50:40 +01:00
Eric Bickle
3724e4c6f9 Fix T79356: Improved icons for MSIX builds
Fixed an issue that was causing the app icon to render with a
'plated' background color in the taskbar and other areas of Windows.

Updated all app icons in Microsoft Store package to match Microsoft's
design recommendations.

Added multiple scales for app icons for high resolution displays.

Added high contrast app icons.

Reviewed By: pablovazquez, jmonteath

Maniphest Tasks: T79356

Differential Revision: https://developer.blender.org/D9681
2021-01-13 14:49:49 +01:00
2db277092d Fix T83625: Shading attribute names cause compilation error.
Some GPU platforms don't support having more than one underscore in
sequence in an attribute name. This change will remove the underscore
as a possible character when encoding to save names.
2021-01-13 14:29:47 +01:00
96336007e9 Fix T84397: Creating and removing many objects very quickly causes a crash
The root of the issue was caused by the dependency graph using ID pointer
to map evaluated state from old depsgraph to new one upon relations update.
This was failing when IDs were re-allocated rapidly: was possible that
Object ID's evaluated state assigned to Mesh and vice versa.

Now depsgraph uses Session UUID to identify which IDs to restore evaluated
state to. The session UUID is stored in the IDNode, so that id_orig is not
dereferenced on depsgraph update since the ID might be freed.

The root of the issue is identified by Campbell, original patch was done
by Bastien, thanks! Also thanks to Oliver and Ray and everyone else for
testing!
2021-01-13 14:29:32 +01:00
Philipp Oeser
20c71ca5d9 Fix T83084: Smart UV Project inverts the resulting UVs
Caused by 850234c1b1,

Flip the normal to avoid flipped projection.
2021-01-13 14:29:17 +01:00
dbaf5fb4bb Fix: Update normals when switching scene quality
Recent commits also updated normals for metaballs, curves and volumetric
objects. This change tags will tag to generate geometry for these new
types.
2021-01-13 14:27:59 +01:00
5ad2e71964 Fix T84459: Face normals not displaying (AMD GPU)
This is part two of the fix for T84459.
Issue appears to be caused by AMD graphics driver later than 20.11.1 and
affects older GPUs (Polaris/FIJI cards). Drawing normals in edit mode
uses the same OpenGL data type for storing normals that is known to be
faulty.

This change fixes the face dot normals by using GPU_COMP_I16.
2021-01-13 14:27:32 +01:00
3bd05751fb Fix T84459: Wireframe not displaying with AMD GPU
Issue appears to be caused by AMD graphics driver later than 20.11.1 and
affects older GPUs (Polaris/FIJI cards). Wireframe drawing uses the same
OpenGL data type for storing normals what is known to be faulty.

This patch enabled storing the normals using GPU_COMP_I16. It also
solves the normals drawing in edit mode for vertex and loop normals.
2021-01-13 14:25:16 +01:00
1fa27c4c50 GPU: Enable HQ normal work around for AMD Polaris
THe high quality normals work around is enabled for Polaris cards using
the official drivers. Since driver version 2.11.2 they fail to render
using low quality normals.

The detection of polaris cards is done by matching the opengl renderer.
The renderer strings have been extracted from various reports linked to
{T82856} but isn't complete as some reports are missing the exact
renderer as users don't always report via the help menu.
2021-01-13 14:24:58 +01:00
a74f7bed73 GPU: Add HQ normals workaround.
This change makes it possible for platforms to only support high quality
normal rendering. This is part of {T82856} where current AMD drivers
running on the polaris architecture does not support the low quality
setting due to a driver bug.

In a next commit the work around will be enabled.
2021-01-13 14:21:18 +01:00
d1c2435cc9 DrawManager: High quality normals for non meshes
This adds high quality normals for non meshes. These include

* Volumetric Object Wireframe
* Metaballs
* Extracted Curves
* Curves in edit mode

This is in preparation to fix a regression in recent AMD
drivers where the `GL_INT_2_10_10_10_REV` data type isn't
working in Polaris cards.
2021-01-13 14:20:30 +01:00
d4bb02f5b8 Version: Blender v2.91.1 beta 2021-01-13 14:01:00 +01:00
fdcf30d01d Fix T83300: constant scene refreshing in Cycles with empty volumes
This infinite loop is caused by a conflict between the volume mesh
creation which unintentionally clears the shaders before early exiting
when no grid is found, and the Blender exporter which adds back the
shaders causing us to reupdate as the shaders changed.

To fix this simply preserve the shaders on the Volume node.

(Backported bugfix with additional changes to make it work in 2.91)
2021-01-13 11:38:02 +01:00
b50598bc78 Docs: 2.91 release description for Linux appdata 2020-11-25 12:06:48 +01:00
0f45cab862 Versionbump: Blender 2.91 release 2020-11-25 09:34:47 +01:00
787af651a7 File version bump 2020-11-25 09:27:16 +01:00
209 changed files with 1018 additions and 317 deletions

View File

@@ -81,9 +81,11 @@ Geometry::~Geometry()
delete bvh;
}
void Geometry::clear()
void Geometry::clear(bool preserve_shaders)
{
used_shaders.clear();
if (!preserve_shaders)
used_shaders.clear();
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();

View File

@@ -96,7 +96,7 @@ class Geometry : public Node {
virtual ~Geometry();
/* Geometry */
virtual void clear();
virtual void clear(bool preserve_shaders = false);
virtual void compute_bounds() = 0;
virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;

View File

@@ -321,9 +321,9 @@ void Hair::reserve_curves(int numcurves, int numkeys)
attributes.resize(true);
}
void Hair::clear()
void Hair::clear(bool preserve_shaders)
{
Geometry::clear();
Geometry::clear(preserve_shaders);
curve_keys.clear();
curve_radius.clear();

View File

@@ -103,7 +103,7 @@ class Hair : public Geometry {
~Hair();
/* Geometry */
void clear() override;
void clear(bool preserve_shaders = false) override;
void resize_curves(int numcurves, int numkeys);
void reserve_curves(int numcurves, int numkeys);

View File

@@ -213,9 +213,9 @@ void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
subd_attributes.resize(true);
}
void Mesh::clear(bool preserve_voxel_data)
void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data)
{
Geometry::clear();
Geometry::clear(preserve_shaders);
/* clear all verts and triangles */
verts.clear();
@@ -243,9 +243,9 @@ void Mesh::clear(bool preserve_voxel_data)
patch_table = NULL;
}
void Mesh::clear()
void Mesh::clear(bool preserve_shaders)
{
clear(false);
clear(preserve_shaders, false);
}
void Mesh::add_vertex(float3 P)

View File

@@ -174,8 +174,7 @@ class Mesh : public Geometry {
void reserve_mesh(int numverts, int numfaces);
void resize_subd_faces(int numfaces, int num_ngons, int numcorners);
void reserve_subd_faces(int numfaces, int num_ngons, int numcorners);
void clear(bool preserve_voxel_data);
void clear() override;
void clear(bool preserve_shaders = false) override;
void add_vertex(float3 P);
void add_vertex_slow(float3 P);
void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
@@ -202,6 +201,9 @@ class Mesh : public Geometry {
void pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset);
void tessellate(DiagSplit *split);
protected:
void clear(bool preserve_shaders, bool preserve_voxel_data);
};
CCL_NAMESPACE_END

View File

@@ -56,9 +56,9 @@ Volume::Volume() : Mesh(node_type, Geometry::VOLUME)
object_space = false;
}
void Volume::clear()
void Volume::clear(bool preserve_shaders)
{
Mesh::clear(true);
Mesh::clear(preserve_shaders, true);
}
struct QuadData {
@@ -530,8 +530,10 @@ void GeometryManager::create_volume_mesh(Volume *volume, Progress &progress)
}
/* Clear existing volume mesh, done here in case we early out due to
* empty grid or missing volume shader. */
volume->clear();
* empty grid or missing volume shader.
* Also keep the shaders to avoid infinite loops when synchronizing, as this will tag the shaders
* as having changed. */
volume->clear(true);
volume->need_update_rebuild = true;
if (!volume_shader) {
@@ -606,6 +608,7 @@ void GeometryManager::create_volume_mesh(Volume *volume, Progress &progress)
builder.create_mesh(vertices, indices, face_normals, face_overlap_avoidance);
volume->reserve_mesh(vertices.size(), indices.size() / 3);
volume->used_shaders.clear();
volume->used_shaders.push_back(volume_shader);
for (size_t i = 0; i < vertices.size(); ++i) {

View File

@@ -32,7 +32,7 @@ class Volume : public Mesh {
float step_size;
bool object_space;
virtual void clear() override;
virtual void clear(bool preserve_shaders = false) override;
};
CCL_NAMESPACE_END

View File

@@ -40,6 +40,30 @@
</screenshot>
</screenshots>
<releases>
<release version="2.91" date="2020-11-25">
<description>
<p>New features:</p>
<ul>
<li>Volume modifiers</li>
<li>Precise boolean</li>
<li>Cloth brush collision</li>
<li>Custom curve bevels</li>
<li>Grease Pencil image tracer</li>
<li>Property search and fuzzy search</li>
</ul>
<p>Enhancements:</p>
<ul>
<li>Boundary and pose cloth brushes</li>
<li>Material holdout for Grease Pencil</li>
<li>Sculpting gestures</li>
<li>Overrides resync and transform support</li>
<li>Animation proxy conversion</li>
<li>Compound shape collision</li>
<li>Outliner collection colors</li>
<li>Snappier F-Curves and seamless keyframe insertion</li>
</ul>
</description>
</release>
<release version="2.90" date="2020-08-31">
<description>
<p>New features:</p>

View File

@@ -5,7 +5,7 @@
<DisplayName>Blender[LTSORNOT]</DisplayName>
<PublisherDisplayName>Blender Foundation</PublisherDisplayName>
<Description>Blender [VERSION] is the Free and Open Source 3D creation suite</Description>
<Logo>Assets\StoreLogo.png</Logo>
<Logo>Assets\StoreLogo.scale-100.png</Logo>
</Properties>
<Resources>
<Resource Language="en-us" />

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