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Nate Rupsis merged 123 commits from me-main into main 2023-02-13 18:39:11 +01:00
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Nate Rupsis added 123 commits 2023-02-13 18:38:56 +01:00
e817cff009 Release: support generating LTS release notes from Gitea
Now a single script to generate both links and release notes. It also includes
the issue ID for the LTS releases, so only the release version needs to be
specified.

Pull Request #104402
53b057aa09 Cleanup: Move 18 sculpt files to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104436
5c994d7846 Fix #104297: Cycling geometry nodes viewer ignores sockets
Sockets after the geometry socket were ignored when cycling through
the node's output sockets. If there are multiple geometry sockets, the
behavior could still be refined probably, but this should at least make
basic non-geometry socket cycling work.
09eb4fe19a Fix #103913: Triangulate sometimes creates degenerate triangles
The ear clipping method used by polyfill_2d only excluded concave ears
which meant ears exactly co-linear edges created zero area triangles
even when convex ears are available.

While polyfill_2d prioritizes performance over *pretty* results,
there is no need to pick degenerate triangles with other candidates
are available. As noted in code-comments, callers that require higher
quality tessellation should use BLI_polyfill_beautify.
4d3bfb3f41 Subdivision Surface: fix a serious performance hit when mixing CPU & GPU.
Subdivision surface efficiency relies on caching pre-computed topology
data for evaluation between frames. However, while eed45d2a23
introduced a second GPU subdiv evaluator type, it still only kept
one slot for caching this runtime data per mesh.

The result is that if the mesh is also needed on CPU, for instance
due to a modifier on a different object (e.g. shrinkwrap), the two
evaluators are used at the same time and fight over the single slot.
This causes the topology data to be discarded and recomputed twice
per frame.

Since avoiding duplicate evaluation is a complex task, this fix
simply adds a second separate cache slot for the GPU data, so that
the cost is simply running subdivision twice, not recomputing topology
twice.

To help diagnostics, I also add a message to show when GPU evaluation
is actually used to the modifier panel. Two frame counters are used
to suppress flicker in the UI panel.

Differential Revision: https://developer.blender.org/D17117

Pull Request #104441
aab707ab70 Un-ignore modules in .gitmodules configuration
The meaning of the ignore option for submodules did change since our
initial Git setup was done: back then it was affecting both diff and
stage families of Git command. Unfortunately, the actual behavior did
violate what documentation was stating (the documentation was stating
that the option only affects diff family of commands). This got fixed
in Git some time after our initial setup and it was the behavior of the
commands changed, not the documentation. This lead to a situation when
we can no longer see that submodules are modified and staged, and it is
very easy to stage the submodules.

For the clarity: diff and status are both "status" family, show and
diff are "diff" family.

Hence this change: since there is no built-in zero-configuration way
of forbidding Git from staging submodules lets make it visible and
clear what the state of submodules is.

We still need to inform people to not stage submodules, for which
we can offer some configuration tips and scripts but doing so is
outside of the scope of this change at it requires some additional
research. Current goal is simple: make it visible and clear what is
going to be committed to Git.

This is a response to an increased frequency of incidents when the
submodules are getting modified and committed without authors even
noticing this (which is also a bit annoying to recover from).

Differential Revision: https://developer.blender.org/D13001
43f308f216 Make update: Ignore submodules
The previous change in the .gitmodules made it so the `make update`
rejects to do its thing because it now sees changes in the submodules
and rejected to update, thinking there are unstaged changes.

Ignore the submodule changes, bringing the old behavior closer to
what it was.
a1282ab015 Fix Cycles debug build error after host falback changes
Introduced in dcfb6df9ce6.

Co-authored-by: Lucas Tadeu Teixeira <lucas@lucastadeu.com>

Pull Request #104454
0ab3ac7a41 BLI: Math: Fix vector operator * with `MutableMatView`
This was caused by operator priority trying to use
`friend VecBase operator*(const VecBase &a, FactorT b)`.

Adding tests as these were not covered.
a0f5240089 EEVEE-Next: Virtual Shadow Map initial implementation
Implements virtual shadow mapping for EEVEE-Next primary shadow solution.
This technique aims to deliver really high precision shadowing for many
lights while keeping a relatively low cost.

The technique works by splitting each shadows in tiles that are only
allocated & updated on demand by visible surfaces and volumes.
Local lights use cubemap projection with mipmap level of detail to adapt
the resolution to the receiver distance.
Sun lights use clipmap distribution or cascade distribution (depending on
which is better) for selecting the level of detail with the distance to
the camera.

Current maximum shadow precision for local light is about 1 pixel per 0.01
degrees.
For sun light, the maximum resolution is based on the camera far clip
distance which sets the most coarse clipmap.

## Limitation:
Alpha Blended surfaces might not get correct shadowing in some corner
casses. This is to be fixed in another commit.
While resolution is greatly increase, it is still finite. It is virtually
equivalent to one 8K shadow per shadow cube face and per clipmap level.
There is no filtering present for now.

## Parameters:
Shadow Pool Size: In bytes, amount of GPU memory to dedicate to the
shadow pool (is allocated per viewport).
Shadow Scaling: Scale the shadow resolution. Base resolution should
target subpixel accuracy (within the limitation of the technique).

Related to #93220
Related to #104472
9103978952 EEVEE-Next: Shadow: Fix issue with last merge
The merge with master updated the code to use the new matrix API. This
introduce some regressions.

For sunlights make sure there is enough tilemaps in orthographic mode
to cover the depth range and fix the level offset in perspective.
94d280fc3f EEVEE-Next: Shadows: Add global switch
This allow to bypass all cost associated with shadow mapping.

This can be useful in certain situation, such as opening a scene on a
lower end system or just to gain performance in some situation (lookdev).
9fd71d470e PyAPI: minor change to rna_manual_reference loading
- Use bpy.utils.execfile instead of importing then deleting from
  sys.modules.
- Add a note for why keeping this cached in memory isn't necessary.

This has the advantage of not interfering with any scripts that import
`rna_manual_reference` as a module.
0381fe7bfe Cleanup: update username in code-comments: campbellbarton -> ideasman42
Gitea migration changed my username, update code-comments.
3c8f7b1a64 Cleanup: Remove unused/redundant includes from BKE_curves.hh
Avoid including headers that are obviously redundant, and don't
include BLI_task.hh in the header file, since it isn't really related.
f3d7de709f Cycles: update Intel Graphics Compiler to 1.0.13064.7 on Linux
Linux side of 8afcecdf1f.

Reviewed by: LazyDodo, sergey, campbellbarton
Ref !104458, 16984
7effc6ffc4 Cleanup: solve compiler warnings.
Classes were predefined as structs.
8b35db914e GPU: Fix assert when using light gizmo.
Blender was reporting that the GPU_TEXTURE_USAGE_HOST_READ wasn't set.
This is used to indicate that the textures needs to be read back to
CPU. Textures that don't need to be read back can be optimized by the
GPU backend.

Found during investigation of #104282.
f222fe6a3a Build: enable Python optimizations (PGO & LTO) on Linux
This is used for most Python release builds and has been reported to
give a modest 5-10% speedup (depending on the workload).

This could be enabled on macOS too but needs to be tested.
0e196bab76 Build: disable LTO for Python builds
LTO compiled libpython3.10.a failed to link with GCC 12.0,
disable since these libraries are intended for developers to link
against.
ca183993a5 Fix freeing uninitialized pointer in GHOST/Wayland + X11 fallback
Freeing the timer manager didn't account for Wayland being partially
initialized.
666c2ea012 Refactor: remove yscale from bAnimContext
`bAnimContext` had a float property called `yscale_fac` that was used to define the height of the keyframe channels.

However the property was never set, only read so there really is no need to have it in the struct.

Moreover it complicated getting the channel height because `bAnimContext` had to be passed in.

Speaking of getting the channel height. This was done with macros. I ripped them all out and replaced them with function calls.

Originally it was introduced in this patch: https://developer.blender.org/rB095c8dbe6919857ea322b213a1e240161cd7c843

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104500
22edf04458 I18n: use format strings for Cycles version error messages
The required version numbers for various devices was hardcoded in the
UI messages. The result was that every time one of these versions was
bumped, every language team had to update the message in question.

Instead, the version numbers can be extracted, and injected into the
error messages using string formatting so that translation updates
need happen less frequently.

Pull Request #104488
3bed78ff59 Curves: Add box selection
This adds a `select_box` function for the `Curves` object. It is used in the `view3d_box_select` operator.

It also adds the basic selection tools in the toolbar of Edit Mode.

Authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104411
7ca651d182 Mesh: Remove unnecessary edge draw flag
As described in #95966, replace the `ME_EDGEDRAW` flag with a bit
vector in mesh runtime data. Currently the the flag is only ever set
to false for the "optimal display" feature of the subdivision surface
modifier. When creating an "original" mesh in the main data-base,
the flag is always supposed to be true.

The bit vector is now created by the modifier only as necessary, and
is cleared for topology-changing operations. This fixes incorrect
interpolation of the flag as noted in #104376. Generally it isn't
possible to interpolate it through topology-changing operations.

After this, only the seam status needs to be removed from edges before
we can replace them with the generic `int2` type (or something similar)
and reduce memory usage by 1/3.

Related:
- 10131a6f62
- 145839aa42

In the future `BM_ELEM_DRAW` could be removed as well. Currently it is
used and aliased by other defines in some non-obvious ways though.

Pull Request #104417
b8e15a4a84 Fix: Add missing "-" in logic to get the channel height
This was missed when doing the refactoring in #104500
It didn't seem to have any effect until I worked on clamping the view
bfa7f9db0e Assets: Implement viewport drag and drop for geometry nodes
Currently there's no way to assign a geometry node group from the asset
browser to an object as a modifier without first appending/linking it
manually. This patch adds a drag and drop operator that adds a new
modifier and assigns the dragged tree.

Pull Request #104430
50dfd5f501 Geometry Nodes: Edges to Face Groups Node
Add a new node that groups faces inside of boundary edge regions.
This is the opposite action as the existing "Face Group Boundaries"
node. It's also the same as some of the "Initialize Face Sets"
options in sculpt mode.

Discussion in #102962 has favored "Group" for a name for these
sockets rather than "Set", so that is used here.

Pull Request #104428
bc0d3c91b1 Fix #104435: Fix rna_NlaStrip_new add strip logic to be correct boolean expression
Fixed #104435: Use correct conditional logic when testing if a new NLA strip can be added in the rna_NlaStrip_new method
2cfc4d7644 Fix #104383: don't update declaration for clipboard copy
When nodes are copied to the clipboard, they don't need their declaration.
For nodes with dynamic declaration that might depend on the node tree itself,
the declaration could not be build anyway, because the node-clipboard does
not have a node tree.

Pull Request #104432
5c8edbd99b Cleanup: Move 6 sculpt-session-related files and header to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104540
7e0e07657c GPU: Cleanup GPU_batch.h documentation and some of the API for consistency
Documented all functions, adding use case and side effects.

Also replace the use of shortened argument name by more meaningful ones.

Renamed `GPU_batch_instbuf_add_ex` and `GPU_batch_vertbuf_add_ex` to remove
the `ex` suffix as they are the main version used (removed the few usage
of the other version).

Renamed `GPU_batch_draw_instanced` to `GPU_batch_draw_instance_range` and
make it consistent with `GPU_batch_draw_range`.
2ee9c12a23 PyAPI: add bpy.utils.manual_locale_code()
Move the function for getting the language code associated with the
user manual into a utility function (from the generated
rna_manual_reference.py).

This allows other parts of Blender to create a manual URL based on the
current locale preferences and environment.

Ref !104494
8ac3096e24 Fix add-on & manual link in Help menu ignoring the current language
Use bpy.utils.manual_language_code() create manual URL's instead of
assuming English.
48d9363fa7 Cleanup: quiet clang compiler warnings
- undeclared variable warning.
- unreachable-code-return warnings.
- array-parameter, mismatch bound.
- 'requires' is a keyword in C++20, (rename to requires_flag).
a8d951abdd Docs: remove malformed patterns for RNA mapping
The generator now skips these with a warning, they will need to be
corrected in the user manual.

This caused tests/python/bl_rna_manual_reference.py to fail looking
up URL's.
c2c62c3618 RNA: return a dummy language value when WITH_INTERNATIONAL=OFF
Without this, every access to "language" would warn that the enum
value didn't match a value in the enum items.

This made the bl_rna_manual_reference.py test output practically
unusable.
b77c82e2bb Tests: minor updates to make bl_rna_manual_reference more useful
- Avoid flooding the output with every match that succeeds.
- Report patterns listed in the manual that don't match anything in
  Blender.
- Disable external URL lookups, this is too slow.
  Instead use a LOCAL_PREFIX (a local build of the manual)
  or skip the test.
01480229b1 Cycles: Fix MetalRT checkbox not hooked up to device on AMD
(Follow on from D17043)
On AMD Navi2 devices the MetalRT checkbox was not hooked up properly and had no effect. This patch fixes it.

Co-authored-by: Michael Jones <michael_p_jones@apple.com>
Pull Request #104520
51ceeb506f Fix #104026: Click-Drag to select graph editor channels no longer working
Box-Selecting channels in the dope sheet with click-drag was no longer possible as of Blender 3.2

Due to the removal of tweak events the box select operator was always shadowed by the click operator.

Original Phabricator discussion here: https://archive.blender.org/developer/D17065

Use `WM_operator_flag_only_pass_through_on_press` on click operator to fix it

Co-authored-by: Christoph Lendenfeld <chris.lenden@gmail.com>
Pull Request #104505
5d30c3994e Sequencer: Don't create undo step when click-select does nothing
When the sequencer is empty (i.e., there are no sequences),
we would have the deselect_all variable set to true called
ED_sequencer_deselect_all to select any existing sequences.

Ref !104453
dc9f7fe64f Fix #104514: GPencil merge down layer misses some frames
When merging two gpencil layers, if the destination layer had a keyframe
where the source layer did not, strokes of the previous keyframe
in source layer were lost in that frame.

This happened because the merge operator was looping through
frames of the source layer and appending strokes in the
corresponding destination layer, but never completing
other frames than the ones existing in the source layer.

This patch fixes it by first adding in source layer
all frames that are in destination layer.

Co-authored-by: Amelie Fondevilla <amelie.fondevilla@les-fees-speciales.coop>
Pull Request #104558
88f9c55f7f Sculpt: Fix Dyntopo Warnings
Because of T95965, some attributes are stored as generic attributes
in Mesh but have special handling for the conversion to BMesh.

Expose a function to tell whether certain attribute names are handled
specially in the conversion, and refactor the error checking process
to use it. Also check for generic attributes on the face domain which
wasn't done before.

Author: Hans Goudey
Reviewed By: Joseph Eagar

Co-authored-by: Joseph Eagar <joeedh@gmail.com>
Pull Request #104567
bad2c3b9ef Geometry Nodes: Experimental option for Volumes
Adds an experimental option under "New Features" in preferences,
which enables visibility of the new Volume Nodes.
Right now this option does nothing but will be used during development.
See #103248

Pull Request #104552
284cdbb6cf Cleanup: Use lambdas in mesh mapping callback, remove unused arguments
Using callback functions didn't scale well as more arguments are added.
It got very confusing when to pass tehmarguments weren't always used.
Instead use a `FunctionRef` with indices for arguments. Also remove
unused edge arguments to topology mapping functions.
0ea15a6fbb Fix: Inaccessible default for node group image sockets
The type was just skipped when drawing defaults for the image sockets.
923152d180 Geometry Nodes: improve parallelization in Delete/Separate Geometry node
This just adds `threading::parallel_for` and `threading::parallel_invoke` in a few
places where it can be added trivially. The run time of the `separate_geometry`
function changes from 830 ms to 413 ms in my test file.

Pull Request #104563
fae661a1ab Revert "Un-ignore modules in .gitmodules configuration"
This reverts commit aab707ab70.

A different solution to the submodule problem is being considered in #104573.
Revert to the previous behavior that developers are familiar with for now.
d411be8a99 Cleanup: Use utility function to find groups in node tree
Add `contains_group` method in python api for `NodeTree` type, cleanup
`ntreeHasTree` function, reuse `ntreeHasTree` in more place in code.
The algorithm has been changed to not recheck trees by using set.

Performance gains from avoiding already checked node trees:
Based on tests, can say that for large files with a huge number
of trees, the response speed of opening the search menu in the
node editor increased by ~200 times (for really large projects
with 16 individual groups in 6 levels of nesting). Group insert
operations are also accelerated, but this is different in some cases.

Pull Request #104465
6f8c441950 Curves: Add select linked
This adds a new `select_linked` function that selects all the points
on a curve if there is at least one point already selected.
This also adds a keymap for the operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104569
5c4e1ed578 UI: Make text nomenclature and ordering consistent
"Center" -> "Middle" when describing vertical alignment.
"Align X" -> "Horizontal Alignment"
"Align Y" -> "Vertical Alignment"
Vertical alignment options rearranged to be consistently top-most to
bottom-most.

---

Co-authored-by: joshua-maros <60271685+joshua-maros@users.noreply.github.com>
Pull Request #104493
7351f533e0 Curves: Add lasso and circle select
This adds a `select_lasso` and a `select_circle` function for the Curves object. It is used in the `view3d_lasso_select` and `view3d_circle_select` operator.

Co-authored-by: Falk David <falkdavid@gmx.de>
Pull Request #104560
0e6da74e98 Fix #104282: Resolve Depth read for D24_S8 types in Metal.
Fixes incorrect spotlight gizmo orientation when moving.

Authored by Apple: Michael Parkin-White

Related to #96261

Pull Request #104537
efabe81c91 Fix #103903: Bump Node performance regression
Avoid computing the non-derivative height twice.
The height is now computed as part of the main function, while the height at x and y offsets are still computed on a separate function.
The differentials are now computed directly at node_bump.

Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request #104595
343bb4a5a3 Cleanup: Use const char * for layer names in collada exporter
CustomData layer names should not be written except via the CusomData
api. Therefore use const char * instead of char * when referencing the
layer name.

Pull Request #104585
fefc6a73b3 Fix pep8 checker operating on dot-files
Temporary editor files were included which could make the checker fail.
0f708fa2e3 Geometry Nodes: use smooth normals in Distribute Points on Faces node
Previously, the node used the "true" normal of every looptri. Now it uses the
"loop normals" which includes e.g. smooth faces and custom normals. The true
normal can still be used on the points by capturing it before the Distribute node.

We do intend to expose the smooth normals separately in geometry nodes as well,
but this is an important first step.

It's also necessary to generate child hair between guide hair strands that don't
have visible artifacts at face boundaries.

For perfect backward compatibility, the node still has a "Legacy Normal" option
in the side bar. Creating the exact same behavior with existing nodes isn't
really possible unfortunately because of the specifics of how the Distribute
node used to compute the normals using looptris.

Pull Request #104414
b723a398f3 Curves: initial surface collision for curves sculpt mode
During hair grooming in curves sculpt mode, it is very useful when hair strands
are prevented from intersecting with the surface mesh. Unfortunately, it also
decreases performance significantly so we don't want it to be turned on all the time.

The surface collision is used by the Comb, Pinch and Puff brushes currently.
It can be turned on or off on a per-geometry basis.

The intersection prevention quality of this patch is not perfect yet. This can
be improved over time using a better solver. Overall, perfect collision detection
at the cost of bad performance is not necessary for interactive sculpting,
because the user can fix small mistakes very quickly. Nevertheless, the quality
can probably still be improved significantly without too big slow-downs depending
on the use case. This can be done separately from this patch.

Pull Request #104469
158f809dcb Geometry Nodes: Add option to hide input in modifier
When building a node group that's meant to be used directly in the
node editor as well as in the modifier, it's useful to be able to have
some inputs that are only meant for the node editor, like inputs that
only make sense when combined with other nodes.

In the future we might have the ability to only display certain assets
in the modifier and the node editor, but until then this simple solution
allows a bit more customization.

Pull Request #104517
b9fa32cccd Fix #104587: 'Extrude To Cursor' snapping ignoring 'Target Selection'
Although not a transform operator, `Extrude to Cursor` depends on some
snapping settings.

So it should use the `Target Selection` options as well.
232e02282e Fix circular transform gizmo always displaying Global orientation
The Global orientation comes from the mode's default orientation
(without the constraints).

It's not really exposed.
d33960aead Cleanup: remove whole-archive linking for USD
Since USD is no longer statically linked these linker tricks
are no longer needed.

Co-authored-by: Ray Molenkamp <github@lazydodo.com>
Pull Request #104627
77aa9e8809 Cleanup: GPU: Remove commented lines without any comments or purpose
These were added during a big refactor. They were supposed to be
uncommented at some point but the new code does not even need a default
world.
10354b043f Fix crash selecting faces in wire-frame mode
Regression in [0] didn't account for the mesh not having
subdivision surface is applied.

[0]: 75db4c082b
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
32149f8d7a Tests: add polyfill2d test to ensure the result has no zero area tris
Add a test to address the issue raised in #103913, where zero area
triangles could be created from polygons that have co-linear edges
but were not degenerate.
3f40962414 Cleanup: use sized int types for polyfill_2d
Also correct building when USE_CLIP_EVEN is disabled.
f0669ff8ba BLI: use larger integer type in BitVector
Using larger integer types allows for more efficient code, because we
can use the hardware better. Instead of working on individual bytes,
the code can now work on 8 bytes at a time. We don't really benefit
from this immediately but I'm planning to implement some more optimized
bit vector operations for #104629.

Pull Request #104658
77963ff778 Fix #104637: EEVEE Displacement regression after #104595
Keep using the 3 evaluations dF_branch method for the Displacement output.
The optimized 2 evaluations method used by node_bump is now on its own macro (dF_branch_incomplete).
displacement_bump modifies the normal that nodetree_exec uses, so even with a refactor it wouldn’t be possible to re-use the computation anyway.
2a7440176e Fix: Missing const specifier for curve field input
Mistake in 000e722c7d, which probably made the viewer node
auto-domain detection behave differently when the special case was used.
86b3073c9e Cleanup: Quiet unused variable warning
Also name another argument for consistency.
f828ecf4ba GPU: Use same read back API as SSBOs
The GPU module has 2 different styles when reading back data from
GPU buffers. The SSBOs used a memcpy to copy the data to a
pre-allocated buffer. IndexBuf/VertBuf gave back a driver/platform
controlled pointer to the memory.

Readback is done for test cases returning mapped pointers is not safe.
For this reason we settled on using the same approach as the SSBO.
Copy the data to a caller pre-allocated buffer.

Reason why this API is currently changed is that the Vulkan API is more
strict on mapping/unmapping buffers that can lead to potential issues
down the road.

Pull Request #104571
af8941e6a8 Vulkan: Use guardedalloc for driver allocations.
Vulkan has a pluggable memory allocation feature, which allows internal
driver allocations to be done by the client application provided
allocator. Vulkan uses this for more client application allocations
done inside the driver, but can also do it for more internal oriented
allocations.

VK_ALLOCATION_CALLBACKS initializes allocation callbacks for host allocations.
The macro creates a local static variable with the name vk_allocation_callbacks
that can be passed to vulkan API functions that expect
const VkAllocationCallbacks *pAllocator.

When WITH_VULKAN_GUARDEDALLOC=Off the memory allocation implemented
in the vulkan device driver is used for both internal and application
oriented memory operations.

For now this would help during the development of Vulkan backend to
detect hidden memory leaks that are hidden inside the driver part
of the stack. In a later stage we need to measure the overhead and
if this should become the default behavior.

Pull Request #104434
918cf6cd77 Fix #104341: Handle edge case in Curve to Mesh node
Don't create caps when using cyclic profile splines with two or fewer
points.
This case wasn't handled, yet, leading to invalid meshes or crashes.

Co-authored-by: Leon Schittek <leon.schittek@gmx.net>
Pull Request #104594
2e19aa1399 UI: add camera passepartout color to theme
Currently the passepartout color is hardcoded to black. While a
sensible default for cinema, it may make less sense for other media,
whether video, print, web, etc. It greatly affects viewing conditions
of the image and should be user selectable, much like painting
programs allow.

Pull Request #104486
9f4ee75c9b Fix #80307: Underline shortcut not working in enum context menus
The buttons of enum context menus are of type `UI_BUT_ROW`. They
are part of the set of buttons we create underline shortcuts for in
`ui_menu_block_set_keyaccels`.
But since they weren't handled in `ui_handle_button_activate_by_type`,
pressing the underline shortcuts didn't do anyting in those cases.

Co-authored-by: Leon Schittek <leon.schittek@gmx.net>
Co-authored-by: Brecht Van Lommel <brecht@noreply.localhost>
Pull Request #104433
701f90c677 Gizmo: make cage gizmo follow the cursor exactly when scaling
Ref #104280
The scaling of area light / spot light blend was wrong because it is
calculated for pivot at the edges. The new implementation in theory
works for all `abs(pivot) <= 0.5f`, although we only have -0.5, 0, and
0.5.
- Axis constraint for box cage was only applied when there is translate
flag, now the same logic is applied regardless of the translate flag,
this means when dragging the edge, the scaling in the other axis stays
the same; when dragging the corners, it applies free-form scaling.
- Due to the existence of margin, `data->orig_mouse` does not lie
exactly on the boundary. Using that value to compute the scaling causes
the error to accumulate over distance. The new implementation uses the
original dimension of the object instead, and only uses
`data->orig_mouse` to determine the side of the original cursor relative
to the pivot.
- For circular gizmo with unsigned scaling, the gizmo only follow the
cursor exactly when the cursor stays in the original quadrant, otherwise
it's hard to handle the logic when we should clamp the scaling.
5f3c97b999 GPU: Move gpu_shader_builtin.c to C++
This also removes all unused part of it now that we have converted all
shaders to use create infos.
d165d6aa2a GPU: Remove GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR
This replaces `GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR` by
GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA`.

None of the usage made sense to not use the AA shader.
Scale the point size to account for the rounded shape.
d92c28582a Cleanup: GPUShader: Split Builtins to their own header
Also improve documentation and cleanup.
158f87203e Cleanup: GPUShader: Reorganize GPU_shader.h to separate depecated API
This avoid confusion to what to use nowadays.
Also improves documentation.
173a8f4ac9 GPU: Removes GPU_shader_get_builtin_ssbo
Simplify the API. Use hardcoded ssbo location instead.
b68bac7ced Cleanup: GPUShader: Remove `GPU_shader_uniform_int/float`
Simplify the API, leaving only one function to set uniform without the
uniform name.
dd171f7743 Cleanup: GPUShader: Rename `GPU_shader_uniform_vector`
Rename to `GPU_shader_uniform_float/int_ex` to make more sense as a
general purpose function.
99e71ec1f2 Assets: Store pointer to owning asset library in asset representation
This is needed to be able to query asset library information from an
asset. This again is relevant especially for the "All" asset library,
where you can't just directly access the library itself, which is
different for different assets.

The current design is that an asset representation is owned by exactly
one asset library, so having this pointer is perfectly compatible with
the design.

Reviewed by: Julian Eisel
9fecf1f8b8 Cycles: Replace resolution divider loop with an analytical formula
As a side effect of this change, more resolution divisions are now available.
Before this patch the possible resolution divisions were all powers of two.
Now the possible resolution divisions are the multiples of pixel_size.

This increase in possible resolution divisions is the same idea proposed in https://archive.blender.org/developer/D13590.
In that patch there were concerns that this will increase the time between a user navigating
and seeing the 1:1 render. To my knowledge this is a non-issue and there should be
little to no increase in time between those two events.

Pull Request #104450
bea1eff3a5 Fix: No update setting curve selection domain with all selected
Send a notification and tag for an update even if the selection doesn't
exist, which is still necessary for drawing that depends on the
selection domain.
218a909dec GPencil: Fix unreported Eyedropper color difference in Materials
The color selected was converted wrongly for materials. The undo of the conversion must be done only for palettes.

Also, some code cleanup done.
0e1a6f6033 Cleanup: Add in NLAStrip / NLATrack remove / clean methods
## Cleanup: Refactor NLATrack / NLAStrip Remove

This PR adds 3 new methods:
* BKE_nlatrack_remove_strip
* BKE_nlastrip_remove
* BKE_nlastrip_remove_and_free

These named BKE methods are really just replacements for BLI_remlink, but with some added checks, and enhanced readability.

Co-authored-by: Nate Rupsis <nrupsis@gmail.com>
Pull Request #104437
c2a5c592fe Fix #103397: Vector UI control shader UBO alignment fix.
Replace float3 with packed_float3 when using additional type padding.

Authored by Apple: Michael Parkin-White

Ref #96261
Pull Request #104699
Nate Rupsis merged commit 9c328df278 into main 2023-02-13 18:39:11 +01:00
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