This project is mirrored from https://projects.blender.org/blender/blender.
Pull mirroring updated .
- Apr 15, 2024
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Philipp Oeser authored
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- Apr 10, 2024
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Sergey Sharybin authored
The issue seems to be caused with the recent NVidia drivers, which will crash if OptiX context is created prior to the OpenGL context on Linux. This happens with drivers 545.29.06, 550.54.14, 550.67 and kernel 6.8 on Ubuntu 24.04, and also happens with NVidia driver 550.67 on Gentoo. While it does seem the issue is likely on the driver side, the timeline for it being resolved there is unknown. Until then it is possible to apply workaround on Blender side, which will initialize GPU context prior to rendering with an external render engine when it is known the GPU context will be needed later on. Note this is not a complex fix, because in general it's still possible to render a frame without and then with grease pencil, in which case OptiX will still be initialized first. But we don't want to always initialize OpenGL, and we can't predict future operations. Pull Request: https://projects.blender.org/blender/blender/pulls/120026
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Hans Goudey authored
the transform was always ignored for face normals since b4b224dc. Pull Request: https://projects.blender.org/blender/blender/pulls/120467
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Philipp Oeser authored
If a bone was specified (but now missing), the driver would fallback to using the object as a target (which can lead to unintended behavior). So now check if a bone is specified, if it is missing, mark the driver invalid. If no bone is specified at all, then use the armature object as the target. NOTE: `DTAR_FLAG_INVALID` is not granular enough to distinguish the object and bone targets, so both will be marked in red in the UI (there is already comments about it in code). If necessary, we could introduce an additional DTAR_FLAG_BONE_INVALID and use that in a couple of places. Pull Request: https://projects.blender.org/blender/blender/pulls/119533
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Philipp Oeser authored
This could happen if objects were hidden after going to editmode and knife was used on them. In that case, raycasting would (rightfully) fail, but there is a fallback in place using the back-buffer selection method (in which the hidden object is still present). So a face would be found, but this makes all following code confusing/wrong since we are working with coordinates / faces under the assumption there would be a valid/ corresponding object to it in `KnifeTool_OpData` > `objects` -- which is not the case... So to resolve, just check if the object is visible before calling `EDBM_face_find_nearest` in knife code. Alternativeliy, we could also add a check for Base viewport visibility to all the bmesh `find_nearest` functions (a bit hesitant though since i am not sure this would be desired in all cases) Pull Request: https://projects.blender.org/blender/blender/pulls/119383
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Jason Fielder authored
Resolves an issue with stroke rendering in Metal using the geometry shader fallback path. Stroke rendering now matches OpenGL which should enable the GPencil fill tool to function correctly at all zoom levels. Authored by Apple: Michael Parkin-White Pull Request: https://projects.blender.org/blender/blender/pulls/119660
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Hik authored
Add notifier when changing sculpt voxel size so that the new value is shown in the sidebar. Pull Request: https://projects.blender.org/blender/blender/pulls/119646
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Amine Bensalem authored
Buttons for mesh symmetry on the toolbar, and other buttons of the same functionality located in other areas of the window, weren't updated when clicking on them. Pull Request: https://projects.blender.org/blender/blender/pulls/118508
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- Mar 22, 2024
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Brecht Van Lommel authored
Ref #109157
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Julian Eisel authored
a958ae36 introduced support for UI lists to reference items that would never be shown, regardless of filter settings. This was to skip assets in the asset view template that were not of the requested type. UI list sorting code wasn't updated to account for such items that should be entirely ignored. Pull Request: https://projects.blender.org/blender/blender/pulls/109157
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- Mar 21, 2024
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Philipp Oeser authored
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- Mar 19, 2024
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Lukas Tönne authored
#114401 added forward compatibility code to remove unsupported socket types and avoid crashing with unknown default_value data. However, this did not update link pointers (which haven't been read at that point), so the tree can end up with dangling pointers. To fix this, removal of unsupported sockets is moved further back to a point where links have been read and can be fixed accordingly. Pull Request: https://projects.blender.org/blender/blender/pulls/119630
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- Mar 18, 2024
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Philipp Oeser authored
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- Mar 14, 2024
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Bastien Montagne authored
Although rare (and not recommended!), it can happen that a same exact RNA path points to a different type of data. This can come from an update of the code itself, but this is very unlikely and discouraged. However, geometry nodes and their 'modifiers' interface have made it way more easy to create such conflicting situation, since users are free to re-arrange and edit the nodes and their 'public' interface as they want... Found out while investigating some unrelated issues in some studio Gold production files (namely, `pro/shots/090_joining_whale/090_0130/090_0130-anim.blend` r2110 exhibits such issue for `OBGEO-mika-body` `modifiers["RIG-GN-mask-clothing"]["Socket_3"]`, where the RNA type changes from integer to bool). NOTE: Cherry-pick of 6adf5adb, had to do some non-trivial changes to get it to work in older code though. Pull Request: https://projects.blender.org/blender/blender/pulls/119429
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- Mar 13, 2024
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Bastien Montagne authored
Second issue reported in the comment was caused by some shapekeys flagged as embedded liboverride data, when their owner ID (Mesh e.g.) is not a liboverride at all. The `BKE_lib_override_library_validate` called on file read was only covering real liboverride IDs, which where then supposed to take care of their own embedded data. But since the owner ID is already a full non-override ID, its embedded data ended up never being properly sanitized. Most likely more corruption data from quite old files and/or deprecated experimental features.
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Bastien Montagne authored
`BKE_lib_override_library_validate` used on fileread to ensure all liboverrides are valid was using direct call to `BKE_lib_override_library_free`. However, this was lacking the handling of embedded dependencies (from liboverride PoV), in particular ShapeKeys. Since these shapekeys were still tagged as embedded liboverrides, liboverride code would later assume their owner (mesh etc.) was also a valid liboverride, leading to various potential issues. Use instead `BKE_lib_override_library_make_local`, which also ensures that embedded dependencies are handled properly.
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Philipp Oeser authored
This reverts commit 93f8b591. Having it without b2482955 backported as well [which has non-trivial conflicts] would cause harm
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- Mar 12, 2024
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Brecht Van Lommel authored
Some software stores passes or layers as parts. This case was not supported by the OpenEXR reader yet. Pull Request: https://projects.blender.org/blender/blender/pulls/118867
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Omar Emara authored
Currently, the OpenEXR reader can't read single-layer XYZ images as a combined image. Single-view images will only read the X channel, while multi-view images will interpret the Z as a depth image and the Y and Z channels will be treated as float passes. This patch allows the reading of XYZ channels as combined images. For single-view images, we just extend the RGB-like channel names we match to contain XYZ. For multi-view images we only treat the Z channel as a Depth one if no X and Y channels exists, since the Z in this case is part of the XYZ image. Pull Request: https://projects.blender.org/blender/blender/pulls/115290
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Omar Emara authored
Currently, the EXR reader only considers uppercase RGBA channel names in single-layer EXRs, which leaves out the lower case rgba channel names we started using for data and vector passes in Cycles and the compositor. Further, a single V channel was also ignored, which is by convention used for BW passes. This patch extends the single-layer channel recognition methods to include lowercase rgba and V channels. Pull Request: https://projects.blender.org/blender/blender/pulls/114339
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Campbell Barton authored
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Brecht Van Lommel authored
This is not supported so there can be artifacts, but it should not crash. Pull Request: https://projects.blender.org/blender/blender/pulls/118859
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Philipp Oeser authored
This corresponds the latest stable LTS release: https://dgpu-docs.intel.com/releases/LTS_803.29_20240131.html Graphics compiler upgrades require increasing the mininum required driver (compute-runtime) version to the corresponding one to guarantee compatibility, which is XX.XX.27642.38 in this release, so we bump this requirement accordingly. Fixes #118713 Pull Request: https://projects.blender.org/blender/blender/pulls/118814 Co-authored-by: Xavier Hallade <xavier.hallade@intel.com> Pull Request: https://projects.blender.org/blender/blender/pulls/119371
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Philipp Oeser authored
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Philipp Oeser authored
Pull Request: https://projects.blender.org/blender/blender/pulls/119325
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Philipp Oeser authored
When in mesh editmode, skin_vertices point to bmesh customdata, the skin_vertices data is empty since custom data is stored per element instead of a single array there (same es UVs etc.). Fix similar to 3e2619b3, 5179b823 (basically disallowing the access in editmode). Pull Request: #119149
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Philipp Oeser authored
Caused by 9c1da81a. This happened in the case where objects shared the same data and slots are assigned to object and receiving object did not have a material slot yet. Then, `ob->matbits` may be NULL, now just check for this, too. Pull Request: https://projects.blender.org/blender/blender/pulls/119161
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Sergey Sharybin authored
A missing part since PR #110139: the nodes and relations builders needs to be in-sync and build the same objects. The relations builder was missing relations building for camera referenced by markers. Pull Request: https://projects.blender.org/blender/blender/pulls/114443
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Philipp Oeser authored
If we run into NULL `RegionView3D` `regiondata` [which e.g. happens if we just set `bpy.context.area.type = 'VIEW_3D'` without further actions in the text editor prior to calling the transform operator], we can make it gracefully work just by using `t->spacetype = SPACE_EMPTY` in `initTransInfo`. Similar check is already done in ba229e38 (marked /* running in the text editor */). Transform code is smart enough to have fallback code in place that sets matrices etc. Pull Request: https://projects.blender.org/blender/blender/pulls/119205
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- Mar 11, 2024
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Pratik Borhade authored
This is due to the missing depsgraph update Pull Request: https://projects.blender.org/blender/blender/pulls/119112
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Pratik Borhade authored
When linking a collection from library, it can be linked inside another linked/overrided collection if it is selected in outliner. This can be prevented by linking with editable parent collection. Pull Request: https://projects.blender.org/blender/blender/pulls/119144
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Philipp Oeser authored
The armature reported had two bones with a `bMotionPath` but its lengths are zero (which causes trouble in `motion_path_cache` drawing code due to 0 allocations). Not exactly sure how we got there, something like `animviz_verify_motionpaths` should take care of this already in current code, but this might be from a time where there were not enough sanity checks. So now early out in `motion_path_cache` if we encounter such a "corrupted" motion path. Pull Request: https://projects.blender.org/blender/blender/pulls/119081
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Philipp Oeser authored
This can happen e.g. when relative "//" is in Preferences > File Paths > Temporary Files is used. Now catch the corresponding COLLADASW::StreamWriterException and cancel export then. NOTE: 51126fab might have prevented the most common case to run into this crash (but there might be other cases still so being safe here does not hurt) Pull Request: https://projects.blender.org/blender/blender/pulls/118958
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Philipp Oeser authored
There seems to not be a strict rule to only have armatures as parents to single bones, apparently collada files can also be set up to have mesh parents for bones. As a consequence, the collada importer `joint_parent_map` is not safe to fetch objects from and assume their data can be cast to `bArmature`. Ultimately, the `joint_parent_map` needs to be looked at again, this patch just avoids a crash in this scenario (so no such joints will be iported). Still better than crashing I guess. Pull Request: https://projects.blender.org/blender/blender/pulls/118751
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Philipp Oeser authored
`RootPChanMap` will be nullptr when building DEG object-level constraints (as as opposed to bone constraints where this map is built prior), and in that case we don't need to check for the common chains in `bone_target_opcode`. Thx @sergey for additional confirmation Pull Request: https://projects.blender.org/blender/blender/pulls/118745
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Brecht Van Lommel authored
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Sahar A. Kashi authored
This should be backwards compatible, and is more future proof for future driver releases. Pull Request: https://projects.blender.org/blender/blender/pulls/118944
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Sahar A. Kashi authored
Pull Request: https://projects.blender.org/blender/blender/pulls/118944
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Alaska authored
This was fixed in the driver quite a while ago: https://github.com/ROCm/HIP/pull/2229 Ref: #91571 Pull Request: https://projects.blender.org/blender/blender/pulls/118540
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Alaska authored
HIP fails to allocate textures, typically when they are too large. This commit lets the user know what might be causing the issue rather than providing a confusing internal error message. Pull Request: https://projects.blender.org/blender/blender/pulls/118239
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