Blender Git Commit Log

All Blender Git commits.

Page: 156 / 8462

October 19, 2021, 14:47 (GMT)
Fix compilation error about undefined `PATH_MAX`
October 19, 2021, 14:42 (GMT)
Fix T92265: Outliner crash clicking override warning buttons

`outliner_draw_overrides_buts` uses `uiDefIconBlockBut` but doing so
without defining a function callback to actually build a block.
This will make the button go down the route of spawning a popup, but
without a menu. Crash then happens later accesing the (missing) menu in
`ui_handler_region_menu`.

So while we could dive into making this usage failsafe (carefully
checking `BUTTON_STATE_MENU_OPEN` in combination with
`uiHandleButtonData->menu` being NULL all over), but it seems much more
straightforward to just use `uiDefIconBut` (instead of
`uiDefIconBlockBut`) since this Override Warning buttons seem not to
intend spawning a menu anyways?

Maniphest Tasks: T92265

Differential Revision: https://developer.blender.org/D12917
October 19, 2021, 14:26 (GMT)
Fix T92224: Refactor of append code unexpectedly changed behavior with 'localize all' off.

In 2.93 and before, when appending wityh 'localize all' off, all linked
IDs (including indirectly linked ones) from initial library would be
made local.
In 3.0, after refactor from rB3be5ce4aad5e, only directly linked IDs
(i.e. user-selected IDs) would be made local.

This change was not intentional (result of confusing code and naming in
previous implementation), and old behavior is used in some workflows to
control which data is kept linked and which data is made local.

This commit revert to 2.93 behavior.

NOTE: there is still an (extreme) corner case where behavior is
different between 2.93 and 3.0:
If you append (at the same time) object A from LibA.blend, and object B
from LibB.blend, and object B uses somehow a material from LibA.blend:
* In 2.93, that material would have been made local (because it belonged
to one of the 'initial' libraries, even though not the initial lib of
object B).
* In 3.0, this material will remain linked, since from object B
persective it comes from a different library.
October 19, 2021, 14:17 (GMT)
Fix T91197: marking assets from Python may crash

When using `asset_mark` function from a Python script and afterwards
updating the preview image, a crash might happen. The preview image is
generated by the `asset_mark` function. This may happen on a background
thread, introducing potential synchronization issues.

This patch fixes this by separating the preview generation
`ID.asset_generate_preview` from the mark as asset `ID.asset_mark`.

Note: this separation of "mark as asset" and "generate preview" also
applies to the `ED_asset_mark_id()` C function; if it is desired to have
previews rendered after marking as asset, a call to
`ED_asset_generate_preview()` is now also required.

Reviewed By: sybren

Maniphest Tasks: T91197

Differential Revision: https://developer.blender.org/D12922
Revision 0a6cf3e by Hans Goudey (master)
October 19, 2021, 14:01 (GMT)
Geometry Nodes: Fields version of the raycast node

This patch includes an updated version of the raycast node that uses
fields instead of attributes for inputs instead of outputs. This makes
the node's UI much clearer. It should be faster too, since the
evaluation system for fields provides multi-threading.

The source position replaces the input geometry (since this node is
evaluated in the context of a geometry like the other field nodes).

Thanks to @guitargeek for an initial version of this patch.

Differential Revision: https://developer.blender.org/D12638
October 19, 2021, 13:53 (GMT)
BKE_callback_remove: prevent crash on Blender exit

`BKE_callback_remove` now checks whether the callback actually is known,
before trying to remove it.

`BKE_blender_atexit()` runs after `BKE_callback_global_finalize()`. When
an at-exit callback tried to unregister its BKE callbacks, these would
already be unregistered, causing a crash of Blender when exiting,
October 19, 2021, 13:53 (GMT)
Asset Library Service: make insensitive to trailing slashes

Make `AssetLibraryService::get_asset_library_on_disk(path)` insensitive
to trailing slashes; i.e. `get_asset_library_on_disk("/path")` and
`get_asset_library_on_disk("/path/�)` will now return the same
`AssetLibrary*`.
Revision 219058c by Hans Goudey (master)
October 19, 2021, 13:39 (GMT)
Geometry Nodes: Remove implicit realizing and conversion

This commit removes the implicit conversion from points to a mesh
that used to happen before the next modifier. It also removes the
implicit realizing of instances that happened before another modifier.

Now we have specific nodes for both of these operations, the
implicit conversions make less sense, and implicit instance
realizing has already been removed in other nodes.

This adds another geometry nodes modifier before modifiers that would
have realized instances implicitly before. Currently adding another
data-block during versioning after linking means that an assert needs
to be changed. That should be made unnecessary by T92333.

Differential Revision: https://developer.blender.org/D12722
October 19, 2021, 13:30 (GMT)
Cleanup: trailing whitespace
October 19, 2021, 13:11 (GMT)
Cycles: bake transparent shadows for hair

These transparent shadows can be expansive to evaluate. Especially on the
GPU they can lead to poor occupancy when only some pixels require many kernel
launches to trace and evaluate many layers of transparency.

Baked transparency allows tracing a single ray in many cases by accumulating
the throughput directly in the intersection program without recording hits
or evaluating shaders. Transparency is baked at curve vertices and
interpolated, for most shaders this will look practically the same as actual
shader evaluation.

Fixes T91428, performance regression with spring demo file due to transparent
hair, and makes it render significantly faster than Blender 2.93.

Differential Revision: https://developer.blender.org/D12880
October 19, 2021, 13:10 (GMT)
Cycles: avoid intermediate stack array for writing shadow intersections

Helps save one OptiX payload and is a bit more efficient.

Differential Revision: https://developer.blender.org/D12909
October 19, 2021, 13:09 (GMT)
Cycles: decouple shadow paths from main path on GPU

The motivation for this is twofold. It improves performance (5-10% on most
benchmark scenes), and will help to bring back transparency support for the
ambient occlusion pass.

* Duplicate some members from the main path state in the shadow path state.
* Add shadow paths incrementally to the array similar to what we do for
the shadow catchers.
* For the scheduling, allow running shade surface and shade volume kernels
as long as there is enough space in the shadow paths array. If not, execute
shadow kernels until it is empty.

* Add IntegratorShadowState and ConstIntegratorShadowState typedefs that
can be different between CPU and GPU. For GPU both main and shadow paths
juse have an integer for SoA access. Bt with CPU it's a different pointer
type so we get type safety checks in code shared between CPU and GPU.
* For CPU, add a separate IntegratorShadowStateCPU struct embedded in
IntegratorShadowState.
* Update various functions to take the shadow state, and make SVM take either
type of state using templates.

Differential Revision: https://developer.blender.org/D12889
October 19, 2021, 13:06 (GMT)
Tests: update Cycles GPU tests blacklist so all tests pass

More tests are matching now, mainly due to unified volume sampling.
October 19, 2021, 12:55 (GMT)
Fix failing view layer tests after recent changes to naming convention
October 19, 2021, 12:48 (GMT)
Fix splash screen showing language when building without that feature
October 19, 2021, 12:30 (GMT)
Render: change view layer name convention to ViewLayer_001 to avoid OpenEXR issues

Some compositing applications do not support spaces and dots in layer names, and change
these to other symbols on import. This causes various compatibility issues, including
with Cryptomatte metadata. While technically those could be considered bugs in the
Cryptomatte implementation of other software, where they are not properly accounting for
that layer renaming, it's not ideal.

The OpenEXR channel naming convention is "layer.pass.channel". We get away with dots in
the layer name since we parse this from right to left, but it's a weak assumption.

Now we don't forbid using spaces or dots, and existing files are unchanged. But at
least by default names will be compatible, and hopefully other software catches up in
time to support more flexible layer names.

Ref T68924
October 19, 2021, 10:59 (GMT)
Cleanup: fix compiler warnings
October 19, 2021, 10:59 (GMT)
Cycles: improve sampling pattern description regarding adaptive sampling
October 19, 2021, 10:59 (GMT)
Render: use "_" as delimiter in AOV names to avoid issues with OpenEXR

OpenEXR uses "." to separate layers/passes/channels, so using AOV.001 is
a problem. Other applications will not be able to parse it correctly.

Default to AOV_001 instead, and don't allow using dots in AOV names.

Fixes T89991
Ref T73266
Ref D12871
October 19, 2021, 10:10 (GMT)
Fix invalid principled diffuse in Cycles OSL

Need to initialize components for the full Diffuse BSDF.

Steps to reproduce:
- Default cube scene
- Switch to Cycles renderer
- Enable OSL backend
- Start viewport render
- Observe cube being much black

Differential Revision: https://developer.blender.org/D12921
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021