Dropping an extension URL for an incompatible package displayed the
"Unknown Repository" dialog.
Resolve by detecting the case of an unknown package being dropped from
a known repository. Noting the package may not be compatible.
This fixes#121695. `float4x4` matrices are generally expected to be 16 byte aligned.
Currently, there is no mechanism (afaik) that allows allocating these overaligned types
when loading files from disk. This patch adds an array with alignment information for
each type in `SDNA`. Currently, the alignment is just `__STDCPP_DEFAULT_NEW_ALIGNMENT__`
for all types and is manually set for the `mat4x4f` DNA type. The .blend file format is
not changed at all. The alignment information is purely runtime data.
In the future it would probably be good to generalize this a bit more instead of
hardcoding the alignment for `mat4x4f`, but would make it unnecessarily complex for
now because this is intended for the release branch.
Pull Request: https://projects.blender.org/blender/blender/pulls/123271
Current look of VSE timeline view strip transformation handles makes them
somewhat "too narrow", especially after recent changes that made them
more narrow than before (handle tweaking feature) and a strip visual change
that made strip outline not go outside of strip bounds. They are now just
2px wide, effectively.
This changes their look as outlined in #123332 design task:
- The inset dark line is no longer over the handles, but rather "inside"
of them (except when handles are semitransparent, i.e. for strips that
are not selected).
- The handles themselves have rounded corners.
Pull Request: https://projects.blender.org/blender/blender/pulls/123391
Timeline markers get a default name of "F_<frame>" when creating with
`marker.add`, but an empty name with `marker.camera_bind`.
Because the name of the current frame's marker is displayed in the
viewport statistics, such markers appear as "<>" after the name of the
active object, which is confusing.
This change gives the same default name of "F_<frame>" to markers
created this way.
It also cleans up a comment in the line copied from, as that line was
introduced in late 2008 so probably not so temporary.
Pull Request: https://projects.blender.org/blender/blender/pulls/122968
Now the `uiBlock` array for node is indexed with `node.index()` instead
of the draw-index which is not as readily available in some cases.
The main alternative would be to create an extra map from node index
to draw-index but that doesn't seem worth it right now.
Now the strip outline (1 point for unselected strips, 2 point outline +
1 pt dark inset) takes monitor DPI / user preference line width into
account, via the usual U.pixelsize machinery.
Pull Request: https://projects.blender.org/blender/blender/pulls/123369
Resolve regression in [0] which incorrectly replaced
`WM_event_modal_handler_region_replace` with
`WM_event_ui_handler_region_popup_replace`
causing a crash when accessing dangling pointers.
Resolve by restoring the call to clear modal handlers regions.
Ref !122922
[0]: b25eefbf9a
This was a missing block of the TAA implementation.
TAA jitter and reprojection have a tedency to soften
the texture. Add a 1.5 bias to make them a bit sharper.
Note that this is a bit different than the usual TAA
blurring. In final render we don't do reprojection
so it is only because the texture filter (box filter
from the LOD) is applied at the same time than our pixel
filter (blackmann-harris). It is less noticeable than
the normal TAA blur, but still blurs ~2px instead of
1.5px.
This adds a "Legacy Behavior" option to the Limit Rotation constraint that makes
it behave how Limit Rotation constraints did prior to
ed2408400d. Newly created constraints have this
option disabled, but versioning code enables the option on constraints from
older files to ensure that the behavior of e.g. existing rigs is not altered.
This is one part of a two-part fix for #123105. The other part is in PR
extensions/rigify#4.
Pull Request: https://projects.blender.org/blender/blender/pulls/123361
Cycles runs a check to see if the camera is possibly inside a
volumetric object by seeing if the bounding box of the camera
and volumetric object intersect.
If the calculation is wrong (Cycles says the camera is outside the
volume when it's inside it), then the volume will not render properly.
This commit resolves most of these issues by making the camera
bounding box larger than before, taking into consideration
features like:
1. The impact DOF could have on the camera ray start position and how
that should impact the bounding box size.
2. Taking into consideration near clipping, which was missed from the
orthographic camera due to a oversight in a previous commit
(08cc73a9bb).
Pull Request: https://projects.blender.org/blender/blender/pulls/123341
`GpencilIOParams.ob` is set to `CTX_data_active_object` at the beginning
of the export [which is not ensured to be a valid `OB_GPENCIL_LEGACY`
object, non-valid objects are filtered out later in
`create_object_list`]. From this (potential non-greasepencil) object's
data, a "global `bGPdata` is stored in `GpencilIOParams`.
From here, it can only go downwards as `stroke_point_radius_get`,
`export_stroke_to_polyline`, `BKE_gpencil_stroke_perimeter_from_view`
all use this "global" `bGPdata`.
Two possible solutions might exist:
- [1] just cancel the operator if the active object is not a
`OB_GPENCIL_LEGACY` object
- [2] make sure we use corresponding `bGPdata` when iterating over
valid objects to export
This PR chooses [2] since it also seems wrong to always use the
`bGPdata` from the active object for certain calculations when iterating
many objects. For example, the export ignores different values for
`Thickness Scale` on different objects and always takes the value from
the active object, which does not seem to be by design.
NOTE: this changes behavior (see above) but for the better
Pull Request: https://projects.blender.org/blender/blender/pulls/123224
When inserting new keys, the depsgraph needs to be updated.
Since that was missing with the new keying code, the NLA wasn't
working properly when inserting the first key.
Pull Request: https://projects.blender.org/blender/blender/pulls/123360
When snapping keyframes in the Graph Editor, handles
that were set to free didn't move.
The issue was that the snapping code didn't set the handle position.
Instead it relied on the handle recalculation (`calchandleNurb_intern`) to do the job.
That code doesn't affect free handles though.
The fix is to also offset the handles in the snapping code. The handle recalculation
will still run for all the other handle types so that behavior isn't expected to change.
This does NOT change the behavior of bezier snapping in the 3D viewport.
Pull Request: https://projects.blender.org/blender/blender/pulls/123173
This implement the holdout flag by switching to
the holdout case in the shader. This has a few benefits:
- Doesn't recompile the shaders.
- Makes the object infos mandatory (already the case in
practice)
- Handle transparent materials properly, keeping the
transparency working.
Fix#123284
Pull Request: https://projects.blender.org/blender/blender/pulls/123315
The callables generated by OSL reference other external functions
(defined in the OSL services module), in which case OptiX cannot
calculate the right stack size just based on the callable alone, it needs to
know all functions linked together in the pipeline to get to an accurate
result. `optixProgramGroupGetStackSize` has an optional pipeline
argument for this purpose, so make use of that to ensure the correct
stack size is calculated.
Ref #122779
Pull Request: https://projects.blender.org/blender/blender/pulls/123368
This happened in the following render test:
`render/light/all_light_types_in_volume.blend`
Unfortunately it seems non-deterministic.
To fix this, we change the heuristic to jump
out of the shadow update loop. Also introduce
a upper bound to the number of iteration.
On top of this, add a flush for every loop
to avoid huge command buffer submission.
Thanks @pragma37 for the fix.
This PR modifies the check for visibility when selected in the outliner.
With the change the visibility check only affects the selection state, not the active state.
The check has also been swapped with a function call to `ANIM_bone_is_visible_editbone`,
so now correctly works with collection visibility.
This PR also fixes the same issue for `Bone` and `bPoseChannel`
Co-authored-by: Cedric-Hutchings
Pull Request: https://projects.blender.org/blender/blender/pulls/123237
At high light count, this missing barriers would
produce invalid, non-unique `prefix_sum` indices.
This then resulted in some slots inside `out_light_buf`
never written to, leaving undefined data inside them.
If the buffer was cleared to zero, these undefined light
slots would be interpreted as sun lights and the
shadow setup compute pass would critically fail because
of out of bound memory.
Fix#123195
This makes it more verbose, and a little clearer that devices prior to 8cx Gen3 are not supported in >=v4.0. It makes the error message from #113674 more prominent than just being printed to cout.
Spurred by an email I got from someone trying to run blender on a Surface Pro X, and getting the not very helpful (to old devices) error.
Pull Request: https://projects.blender.org/blender/blender/pulls/122732
EEVEE Film accumulation workaround for Metal/Intel iGPUs.
On Metal the Intel iGPUs do not support image read write
on array textures. However this limitation doesn't show
any artifacts when using the compute shader.
This PR is a work around that uses the film_comp shader
to process the film samples, but uses a separate film_copy_frag
shader to read the result and copy them to the frame buffer.
I deliberately didn't include the fix to the film_frag shader
as that would change the read/write resources and could lead
to performance issues for other platforms. Writable resources
are typically slower compared to read only resources.
Some code needed to be duplicated (and not added to `*_lib.glsl`)
as compilers would still raise compilation errors due to imageStore/Load
on incompatible resource access.
The Metal/Intel iGPU is also marked to have limited support as
raytracing and probes still produces big artifacts.
This workaround can be tested on any platform just by setting
`use_compute_ = true` in `Film::sync`
Related to #122361
Pull Request: https://projects.blender.org/blender/blender/pulls/123330
- Add an option to build a separate package for each platform, this is
useful to produce smaller packages when large wheels are included.
- Add a reserved field: "[build.generated]" to the manifest when
splitting by platform which overrides the root-level platform
when it exists.
The previous code was using matrix multiplication to
get the local thickness to world thickness.
The correct way is to multiply the local thickness
by the scale of the object (length of each columns
of the object_to_world matrix).