Revision c3c69fe by Hans Goudey December 6, 2021, 18:49 (GMT) |
Cleanup: Fix warnings about copied Map loop variables The `Map::items()` iterator does not return references. |
Revision 86d520f by Hans Goudey December 6, 2021, 18:47 (GMT) |
Fix: Attempt to fix build error on macOS |
Revision 9792994 by Aaron Carlisle December 6, 2021, 18:40 (GMT) |
Nodes: Add function to set compact socket flag for vectors This flag is currently only used for vector sockets so the function is limited to the vector builder. The flag is only used by two shader nodes at the moment and this is needed to port them over to the new socket declaration API. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13490 |
Revision 2d4c7fa by Jacques Lucke December 6, 2021, 18:13 (GMT) |
Geometry Nodes: reduce code duplication with new GeometyrFieldInput Most of our field inputs are currently specific to geometry. This patch introduces a new `GeometryFieldInput` that reduces the overhead of adding new geometry field input. Differential Revision: https://developer.blender.org/D13489 |
Revision 2814740 by Johnny Matthews December 6, 2021, 17:58 (GMT) |
Geometry Nodes: 4 Field Inputs for Mesh Topology Data Creates 4 new nodes which provide topology information for the mesh. Values are interpolated from the primary domain in each case using basic attribute interpolation. Vertex Neighbors - Vertex Count - Face Count Face Neighbors - Vertex Count - Neighboring Face Count Edge Vertices - Vertex Index 1 - Vertex Index 2 - Position 1 - Position 2 Face Area - Face Area Differential Revision: https://developer.blender.org/D13343 |
Revision ee4ed99 by Hans Goudey December 6, 2021, 17:19 (GMT) |
Fix T93521: Single point NURBS crash in resample node The resample node didn't handle the case of when a spline didn't have any evaluated points. For poly and Bezier splines we should never hit this case, but it is expected when the number of NURBS control points is smaller than its order, so we have to handle the case here. It's not that obvious what to do in this case, there are a few options: - Remove the bad splines from the result - Generate empty splines for those inputs - Skip resampling the bad splines, copy them to the result - Arbitrarily generate single point splines I chose option three, just skipping the "bad" splines. Since the node already has a selection input, this can be described by just extending that. "Splines with no evaluated points are implicitly deselected." The first option would probably be valid too though. Differential Revision: https://developer.blender.org/D13434 |
Revision 0bd3cad by Aaron Carlisle December 6, 2021, 16:59 (GMT) |
Nodes: Add Shader Socket to new decleration API This commit adds the shader socket type to the new socket builder api. As a test, this commit also converts the Add Shader node to the new API Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13485 |
Revision f72cc47 by Aaron Carlisle December 6, 2021, 16:47 (GMT) |
Shader Nodes: Unity Build - Create a new `bf_nodes_shader` library - Enable unity builds for `bf_nodes_shader`, gives abount a 2.7x speed up for compile times Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13484 |
Revision 86992a9 by Sybren A. Stüvel December 6, 2021, 16:42 (GMT) |
Asset Indexer: use fixed-length string for ID code Use fixed-length string to convert `char[2]` to `std::string`. Otherwise `strlen()` is called, which is problematic as the `char[2]` is not zero-terminated. |
Revision 0c703b8 by Sybren A. Stüvel December 6, 2021, 16:42 (GMT) |
Disable asset indexing in the Asset List Asset indexing should be disabled, but this was overlooked in the asset list (used for the pose library in the 3D View). |
Revision c2292b2 by Jacques Lucke December 6, 2021, 16:31 (GMT) |
Cleanup: remove unnecessary extern template implementations This technique isn't really necessary anymore, because unity builds avoid instantiating the same template too many times already. |
Revision a5e3899 by Richard Antalik December 6, 2021, 16:01 (GMT) |
VSE: Fix strip with mask modifier not blending Set `ibuf->planes` to `R_IMF_PLANES_RGBA` because mask modifier adds transparent areas to image. |
Revision 7d1a10a by Richard Antalik December 6, 2021, 16:01 (GMT) |
Fix T93314: Thumbnails not drawn with default scale Decrease threshold for drawing thumbnails. This was unintended change in daaa43232d34 that was overlooked. |
December 6, 2021, 15:46 (GMT) |
cmake: fix linking with WITH_X11_XF86VMODE and bfd Fix typos in the variables of the Xxf86vm libray to fix link failure with bfd. These variables are defined in platform_unix.cmake. Reviewed By: zeddb Differential Revision: https://developer.blender.org/D12911 |
Revision b9c6ef4 by Sybren A. Stüvel December 6, 2021, 14:50 (GMT) |
Fix T93707: Dragging the tweaked NLA strip causes crash Earlier code assumed that the active strip was on the active track. This commit detects when this assumption doesn't hold, and adds a more thorough search of the active strip. |
Revision 0e52af0 by Philipp Oeser December 6, 2021, 14:20 (GMT) |
Fix T93611: Curve modifier crash in editmode in certain situations Caused by {rB3b6ee8cee708} Above commit was trying to get the vertexgroup from the mesh that is passed into `deformVertsEM` (but that can be NULL). When can it be NULL, when is is non-NULL? `editbmesh_calc_modifiers` only passes in a non-NULL mesh to `deformVertsEM` under certain conditions: - a non-deform-only modifier is handled currently - a non-deform-only modifier preceeds the current modifier - a deform-only modifier preceeds the current modifier (and the current one depends on normals) So the passed-in mesh cannot be relied on, now get the vertex group from the context object data (like it was before the culprit commit). Related commit: rB8f22feefbc20 Maniphest Tasks: T93611 Differential Revision: https://developer.blender.org/D13487 |
Revision 989d510 by Bastien Montagne December 6, 2021, 10:29 (GMT) |
Cleanup: remove some temp dev asserts in new link/append code. No longer needed now that all code uses that new BKE_blendfile_link_append module, and that instantiation code in BLO_readfile has been removed. |
Revision 3d8dea9 by Germano Cavalcante December 6, 2021, 02:40 (GMT) |
Fix T93732: Snap Cursor not working after changing Add Object settings `g_data_intern.state_default.gzgrp_type` is a very specific member and cannot be set to default. |
Revision 9a69c45 by Germano Cavalcante December 6, 2021, 02:40 (GMT) |
Fix T93388: dropping object on grid in orthogonal view misses the floor plane `ED_view3d_win_to_3d_on_plane` does not use the `clip_start` and `clip_end` values of the scene, so the `do_clip` option can be misleading especially in the orthographic view where the `clip_start` is negative. For now, don't use the `do_clip` option in orthographic view. |
Revision 3f7014e by Aaron Carlisle December 5, 2021, 22:47 (GMT) |
Shader Nodes: Declare nodes in their own namespace Follow up on rB1df8abff257030ba79bc23dc321f35494f4d91c5 This puts all static functions in geometry node files into a new namespace. This allows using unity build which can improve compile times significantly - The namespace name is derived from the file name. That makes it possible to write some tooling that checks the names later on. The filename extension (cc) is added to the namespace name as well. This also possibly simplifies tooling but also makes it more obvious that this namespace is specific to a file. - In the register function of every node, I added a namespace alias namespace `file_ns = blender::nodes::node_shader_*_cc`;. This avoids some duplication of the file name and may also simplify tooling, because this line is easy to detect. The name `file_ns` stands for "file namespace" and also indicates that this namespace corresponds to the current file. In the future some nodes will be split up to separate files and given their own namespace This will allow function names to be simplified similar to rBfab39440e94 Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13480 |
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