COPY PASTE 🖼️ BlenderToday LIVE #224
Changelog
Total: 329 commits, of which 89 are fixes and 95 cleanup.
Categories: Add support for OpenPGL 0.5.0, Animation, Attributes, Audaspace, BLI timeit utils, Build, CMake, CMake/Win, CMake/Windows, Cleanup, Core, Curves, Custom Data, Cycles, DRW, Depsgrpah, Docs, Fix, GHOST, GHOST/Wayland, GPU, Geometry, Geometry Nodes, Gitea, I18n, IDManagement, Image, ImageEngine, Mesh, Nodes, Overlay, PBVH, Point Cloud, PyAPI DocS, Python, Python API, RNA, Realtime Compositor, Refactor, Renderdoc, Revert "GHOST/Wayland, Sculpt, Squashed commit of the following, Text Editor, Texture Paint, Tools, Transform, UI, USD IO, UV, Updated translations from SVN trunk (r6419)., VSE, Vulkan, WM, blendfile write, macOS/Linker.
Add support for OpenPGL 0.5.0
- Add support for OpenPGL 0.5.0 - Sebastian Parborg
Animation
- Animation: Allow NLA strips to be horizontally shuffled - Nate Rupsis
Attributes
- Attributes: Add 2D integer vector attribute type - Hans Goudey
Audaspace
- Audaspace: porting changes from upstream. - Jörg Müller
BLI timeit utils
- BLI timeit utils: Add accessor to time value for TIMEBLOCK macros. - Bastien Montagne
Build
- Build: bump wayland to v1.22 - Campbell Barton
CMake
- CMake: use GCC's -fuse-ld=mold support (mold now requires GCC 12.1) - Campbell Barton
- CMake: reset WAYLAND_PROTOCOLS_DIR when it's missing the reference XML - Campbell Barton
- CMake: Disable Options Depending on OpenEXR Dependecies - Jeroen Bakker
CMake/Win
- CMake/Win: use manifest for PLATFORM_BUNDLED_LIBRARIES - Ray molenkamp
CMake/Windows
- CMake/Windows: Fix debug ONEAPI build - Ray Molenkamp
Cleanup
- Cleanup: UI messages fixes and tweaks. - Bastien Montagne
- Cleanup: document type of Scene::view_layers - Sybren A. Stüvel
- Cleanup: remove inline checks for GPU front-buffer reading - Campbell Barton
- Cleanup: Reduce nesting in node.cc - illua1
- Cleanup: correct terms, spelling in comments - Campbell Barton
- Cleanup: rename GPU_offscreen_read_{pixels=>color} noted as a TODO - Campbell Barton
- Cleanup: quiet mypy warnings in gitea_inactive_developers - Campbell Barton
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: quiet unused argument warning - Campbell Barton
- Cleanup: move pre-rotation inside uv packing engine - Chris Blackbourn
- Cleanup: format - Chris Blackbourn
- Cleanup: Use Vector for passing lists of PBVHNodes around - Joseph Eagar
- Cleanup: Use consistent mesh vertex position names - Hans Goudey
- Cleanup: Re-organize our ID tags. - Bastien Montagne
- Cleanup: Make deprecated custom data type handling consistent - Hans Goudey
- Cleanup: Minor fix to comments. - Bastien Montagne
- Cleanup: BKE: lib_query: Add a new type of callback flags for not-owned embedded ID pointers. - Bastien Montagne
- Cleanup: use the tool-order for the curve-sculpt tool enum - Campbell Barton
- Cleanup: remove unused argument for tool-systems generate_from_enum_ex - Campbell Barton
- Cleanup: use identity comparisons with False - Campbell Barton
- Cleanup: correct naming of struct member comments - Campbell Barton
- Cleanup: correct doc-string & naming for BMUVOffsets access function - Campbell Barton
- Cleanup: comment blocks, #if 0 commented code - Campbell Barton
- Cleanup: order return arguments last, minor doc-string clarification - Campbell Barton
- Cleanup: remove stray white-space & redundant addition - Campbell Barton
- Cleanup: remove unused ImBuf::c_handle - Campbell Barton
- Cleanup: Remove unused PBVH "respect hide" variable - Hans Goudey
- Cleanup: remove useless macro - Germano Cavalcante
- Cleanup: expose utility that finds a gizmo through its properties - mano-wii
- Cleanup: Use more descriptive function name in extrude node - Hans Goudey
- Cleanup: Add access method for point cloud positions - Hans Goudey
- Cleanup: Deduplicate curves data-block copying - Hans Goudey
- Cleanup: remove unused apply-image option from uvcalc_lightmap - Campbell Barton
- Cleanup: sort cmake file lists - Campbell Barton
- Cleanup: remove duplicate class - Campbell Barton
- Cleanup: quiet pylint's inconsistent-return-statements warning - Campbell Barton
- Cleanup: quiet various pylint warnings - Campbell Barton
- Cleanup: remove duplicate assignments, assign 'layout' early in draw(..) - Campbell Barton
- Cleanup: consistent naming for tool_settings & operator properties - Campbell Barton
- Cleanup: avoid early imports, remove unused variable - Campbell Barton
- Cleanup: format, use C++ nullptr & function style casts - Campbell Barton
- Cleanup: quiet GCC warnings - Campbell Barton
- Cleanup: Simplify uv packing engine - Chris Blackbourn
- Cleanup: Simplify uv packing api - Chris Blackbourn
- Cleanup: format - Chris Blackbourn
- Cleanup: Use swap to take ownership of mesh data - Hans Goudey
- Cleanup: Access curves offsets in RNA with C wrapper function - Hans Goudey
- Cleanup: Remove unnecessary check when allocating mesh face offsets - Hans Goudey
- Cleanup: Slightly CurvesGeometry reorganize read function - Hans Goudey
- Cleanup: Use early return in legacy curve conversion - Hans Goudey
- Cleanup: Use references in mesh.cc - Hans Goudey
- Cleanup: Add utility function for clearing mesh geometry - Hans Goudey
-
Cleanup: VSE clipboard: Remove code in
blo_lib_link_restore. - Bastien Montagne - Cleanup: I18n: sort disambiguation contexts from BLT_translation.h - Damien Picard
- Cleanup: Remove setting polygon loop total from Python - Hans Goudey
- Cleanup: improve comments for makesrna dependency workaround - Campbell Barton
- Cleanup: add doc-strings to upper/lowecase functions - Campbell Barton
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: Remove unnecessary PBVH attribute pointer - Hans Goudey
- Cleanup: Update versioning code after subversion bump - Julian Eisel
- Cleanup: Incorrect assignment in previous cleanup commit - Hans Goudey
- Cleanup: Slight improvements to Python BVH tree utility - Hans Goudey
- Cleanup: Remove commented code - Hans Goudey
- Cleanup: readability improvements in uv packer - Chris Blackbourn
- Cleanup: simplify customData_resize - Jacques Lucke
- Cleanup: use BLO_CODE_ prefix for BHead codes - Jacques Lucke
- Cleanup: Comment formatting, remove debug print - Hans Goudey
- Cleanup: format - Chris Blackbourn
- Cleanup: Add forgotten const to function parameter. - Martijn Versteegh
- Cleanup: Move lightprobe.c to c++ - Clément Foucault
- Cleanup: Remove unused DerivedMesh edges/corners code - Hans Goudey
- Cleanup: format - Chris Blackbourn
- Cleanup: use ".cc" & ".hh" extensions for intern/ghost - Campbell Barton
- Cleanup: fix various Cycles compilar warnings - Brecht Van Lommel
- Cleanup: fix clang 10 compiler warning - Brecht Van Lommel
- Cleanup: Remove accidentally committed TODO comment - Julian Eisel
- Cleanup: correct comment, quiet warnings - Campbell Barton
- Cleanup: use bool for render pipeline & related API's - Campbell Barton
- Cleanup: spelling in comments - Campbell Barton
- Cleanup: compiler warnings - Campbell Barton
- Cleanup: Use generic index copying utility for normals - Hans Goudey
- Cleanup: Use generic mesh corner to poly map utility - Hans Goudey
- Cleanup: Deduplicate OffsetIndices utility for meshes and curves - Hans Goudey
- Cleanup: Remove unused DerivedMesh vert normals calculation - Hans Goudey
- Cleanup: Remove unused DerivedMesh functions - Hans Goudey
- Cleanup: Remove unused DerivedMesh variables - Hans Goudey
- Cleanup: Cycles: LightTree: Fix warning about unused variables - Clément Foucault
- Cleanup: Removed DerivedMesh triangle cache - Hans Goudey
- Cleanup: Use const arguments for DerivedMesh functions - Hans Goudey
- Cleanup: remove unused RenderData::stereomode - Campbell Barton
- Cleanup: remove references to the Blender Game Engine Player - Campbell Barton
- Cleanup: Remove poly normal writing - Hans Goudey
- Cleanup: make format on new install_linux_packages py script. - Bastien Montagne
- Cleanup: remove redundant call to #free() for light tree arrays - Weizhen Huang
- Cleanup: remove useless comments - Sybren A. Stüvel
Core
- Core: Fix ASAN on Clang-14 / Linux - Sybren A. Stüvel
- Core: Fix broken CustomData IO with Autosave files - Joseph Eagar
Curves
- Curves: Define "lookup int" function for RNA arrays - Hans Goudey
- Curves: Avoid unnecessary allocations in copy and move constructors - Hans Goudey
Custom Data
- Custom Data: support implicit sharing for custom data layers - Jacques Lucke
Cycles
- Cycles: add instancing support in light tree - Weizhen Huang
- Cycles: Optimize Blender curves attribute extraction - Hans Goudey
- Cycles: Optimize Blender point cloud attribute extraction - Hans Goudey
- Cycles: Fix Metal use-after-free bug - Michael Jones
- Cycles: Refactored GPU denoising code - Stefan Werner
- Cycles: Upgrade to new Embree 4 while staying compatible with Embree 3 - Xavier Hallade
- Cycles: Optimize extraction of Blender attributes - Hans Goudey
- Cycles: bump version to 3.6.0 - Brecht Van Lommel
- Cycles: Avoid overhead from RNA when extracting mesh data - Hans Goudey
DRW
- DRW: Selection Occlusion - bonj
- DRW: remove edges hidden by Optimal Display in IBO creation - Germano Cavalcante
Depsgrpah
- Depsgrpah: Fix 'use after free' invalid access to stored keys names. - Bastien Montagne
Docs
- Docs: comments for disabling the front-buffer & view3d offset correction - Campbell Barton
- Docs: Fix wrong function return type - Aaron Carlisle
Fix
- Fix: missing cache to get evaluated positions - Jacques Lucke
- Fix: Transform geometry node doesn't translate volumes correctly - Erik Abrahamsson
- Fix: PLY export behavior with multiple meshes - Hans Goudey
- Fix: Mesh validate missing mesh polygon removal tags - Hans Goudey
- Fix: Remove unsupported data types in extrude and split edges nodes - Hans Goudey
- Fix: Respect preview range when auto normalizing in Graph Editor - Christoph Lendenfeld
- Fix: Assert when converting curves object to mesh object - Hans Goudey
- Fix: Dangling pointer when clearing mesh - Hans Goudey
- Fix: Metal null buffer initialization - Jason Fielder
- Fix: Ignore hidden FCurves when framing y-extents - Christoph Lendenfeld
- Fix: Incorrect creation of deform mesh with no deform modifiers - Hans Goudey
- Fix: Call OpenImageIO correctly when creating grayscale images - Jesse Yurkovich
- Fix: Incorrect mesh data used in mesh remap code - Hans Goudey
-
Fix: Crash in
install_linux_packages.pyscript - bvpav - Fix: Cycles ignores point cloud and curves byte color attributes - Hans Goudey
- Fix: build error after moving lightprobe.c to c++ - Clément Foucault
- Fix: Wrong attribute name used for corner edges array - Hans Goudey
- Fix: Typos, grammar, writing style in UI messages - Damien Picard
- Fix: Crash loading autosave/last session file after MPoly removal - Hans Goudey
- Fix: Crash and broken multires baking - Hans Goudey
- Fix: VSE Channels region unhides when changing font - Richard Antalik
- Fix : Show 'Exit group' menu entry also for non group nodes. - Martijn Versteegh
- Fix #103571: Force field absorption for rigid bodies - Lukas Tönne
- Fix #104385: Unexpected clipping in ortho view & orbit around selection - Campbell Barton
- Fix #104507: Show Splash if New Version - Harley Acheson
- Fix #105148: Cycles Metal memory leak on AMD GPU - Brecht Van Lommel
- Fix #105268: Avoid creating redundant dependencies for the lattice modifier - Iliya Katueshenock
- Fix #105989: Outliner: Make Single User duplicates data - Philipp Oeser
- Fix #106057: setting the sculpt curve brush in Python clears active tool - Campbell Barton
- Fix #106103: Resolve texture paint selection in Metal - Jason Fielder
- Fix #106242 "Edit Dyntopo Detail Size" status bar missing info - Tianhui-Huang
- Fix #106246: Outliner: Crash on deleting the multi-level objects hierarchy. - Bastien Montagne
- Fix #106264: Color picker broken with Wayland & AMD GPU - Campbell Barton
- Fix #106314: warn user when paste-uvs fails to find a match - Chris Blackbourn
- Fix #106366: Handle exceptions in add fur operator - Hans Goudey
- Fix #106394: motion triangles could have unnormalized normals - Weizhen Huang
- Fix #106396: UV stitch crash with hidden faces - Philipp Oeser
- Fix #106422: Mesh Data Attributes Using tip_ for iface_ - Harley Acheson
- Fix #106427: Vector Math node does not appear in node search - Damien Picard
- Fix #106430: Index the right UVmap in BMesh - Martijn Versteegh
- Fix #106431: Resolve Metal workload dependency - Jason Fielder
- Fix #106440: EEVEE: World lighting does not affect volumetrics - Clément Foucault
- Fix #106467: Crash when loading files with custom node groups - Max Schlecht
- Fix #106478: Missing xray check in snapping - YimingWu
- Fix #106528: light tree nodes could have a NaN axis - Weizhen Huang
- Fix #106530: Don't try to move unmovable node socket values - illua1
- Fix #106548: Repeat Last operator reuses orientation for extrusion - Germano Cavalcante
- Fix #106568: Overlay: Resolve motion path rendering in Metal - Jason Fielder
- Fix #106584: Active/default UV map legacy conversion with name conflict - Hans Goudey
- Fix #106598: Cone primitive crash after MPoly removal - Hans Goudey
- Fix #106602: Cyclic link in versioning code - illua1
- Fix #106622: Various errors filling cone/cylinder primitive faces - Hans Goudey
- Fix #106628: Use correct function to get active uv layer - Martijn Versteegh
- Fix #106667: Cycles: Multi-device denoise runs denoising data passes - Sergey Sharybin
- Fix #106672: MacOS/OpenGL doesn't draw anything Eevee related. - Jeroen Bakker
- Fix #106704: Resolve flashing Metal viewport - Jason Fielder
- Fix #106722: Motion tracking data lost on recovering autosave - Sergey Sharybin
- Fix #106740: VSE Image sequence can't be loaded from python - Richard Antalik
- Fix #106743: Crash writing with legacy mesh format - Hans Goudey
- Fix #106745: Subdivision surface crash with more than 8 UV maps - Hans Goudey
- Fix #106748: Rendering with OSL fails with OPTIX_ERROR_PIPELINE_LINK_ERROR - Patrick Mours
- Fix #106773: resolve Metal grease pencil fill - Jason Fielder
- Fix #106775: File Draw Negative Width Buttons - Harley Acheson
- Fix #106778: Incomplete copy of curves radius to Cycles - Hans Goudey
- Fix #106780: Crash with sculpt undo and poly offsets - Hans Goudey
- Fix #106794: Changing active camera changes other viewport local cameras - Philipp Oeser
- Fix #106802: Incorrect modifier deform evaluation result - Hans Goudey
- Fix #106828: Extrude individual mode crash on mesh with no faces - Hans Goudey
- Fix #106840: Add-ons not loading from custom script directories - Julian Eisel
- Fix #106845: Extrude node crash when no faces added - Hans Goudey
- Fix #106856: Pose library does not autokey mirrored poses - Sybren A. Stüvel
- Fix #106879: Texture Node add search is broken - Hans Goudey
- Fix #106901: Dangling pointer after freeing mesh runtime data - Hans Goudey
- Fix #106927: Crash when removing handle position attribute - Hans Goudey
- Fix #106982: crash with muted node - Jacques Lucke
- Fix #107017: Missing checks for #PyObject_GetBuffer success - Thomas Barlow
- Fix #66722: file doesn't open if app not focused - Ankit Meel
- Fix (unreported) invalid pointer assignment in 2.80 collection doversion code. - Bastien Montagne
- Fix (unreported) outliner readfile code doing invalid ID pointer reading. - Bastien Montagne
- Fix (unreported) wrong code in foreach_id code for Editors. - Bastien Montagne
- Fix 106278: Intel iGPU Crashes When Switching to Eevee - Jeroen Bakker
- Fix 106590: GPencil Paste stroke duplicates to the next selected - Antonio Vazquez
- Fix CUdeviceptr and hipDeviceptr_t build error on ppc64le architecture - Ali-Erdinc-Koroglu
- Fix Cycles build issue with USD 23.02 - Alex Fuller
- Fix Cycles missing geometry header in object header, causing crashes - Alex Fuller
- Fix Cycles standalone and Hydra build issues in some configurations - Brecht Van Lommel
- Fix Cycles unknown passes logged when build with Cycles debug - Sergey Sharybin
- Fix FindEmbree.cmake - Xavier Hallade
- Fix MSVC C1001 error after texture sampler refactor - Omar Emara
- Fix Snap package error on startup in older Linux version - Brecht Van Lommel
-
Fix
source_archiveignoring addons - Sergey Sharybin - Fix building WITH_CINEON=OFF - Campbell Barton
- Fix compilation warning - Sergey Sharybin
- Fix crash loading pre 2.5 test file (Cycles test failure) - Julian Eisel
- Fix crash on startup under the RIVER Wayland compositor - Campbell Barton
- Fix crash saving an image when ImageOutput::open fails - Campbell Barton
- Fix headless render silently failing when called from Python - Campbell Barton
- Fix libs harvesting for Embree as a dynamic library - Xavier Hallade
- Fix lightmap UV calculation ignoring unselected objects in edit-mode - Campbell Barton
- Fix menu padding in Console editor header - Pablo Vazquez
- Fix mismatch in Sequencer preview region versioning - Julian Eisel
- Fix missing assets in the source archive - Sergey Sharybin
- Fix missing import for DJV on APPLE - Campbell Barton
- Fix missing includes - Campbell Barton
- Fix new windows on Hi-DPI monitors having incorrect size under Wayland - Campbell Barton
- Fix screenshot path defaulting to the root directory for unsaved files - Campbell Barton
- Fix user add-ons not showing up with "User" filter in Preferences - Julian Eisel
- Fix warning in the STL code - Sergey Sharybin
- Fix windows tests failing due to comparison with NaN - Weizhen Huang
- Fix wrong gradients in Displace node shader - Omar Emara
GHOST
-
GHOST: comment on use of
libunityfor the taskbar in X11 - Campbell Barton
GHOST/Wayland
- GHOST/Wayland: resize the EGL buffer & change surface scale immediately - Campbell Barton
- GHOST/Wayland: suppress EGL_BAD_SURFACE error on exit - Campbell Barton
- GHOST/Wayland: avoid up-scaling window content - Campbell Barton
- GHOST/Wayland: refactor window scaling logic - Campbell Barton
- GHOST/Wayland: store API compatible fractional scaling values - Campbell Barton
- GHOST/Wayland: improve internal fractional scaling behavior - Campbell Barton
- GHOST/Wayland: remove fractional-scale ifdef's - Campbell Barton
GPU
- GPU: Add Texture Usage Parameter to GPUOffscreen. - Jeroen Bakker
- GPU: Texture: Expose depth dimension extent - Clément Foucault
- GPU: Use Same Type in Comparisons. - Jeroen Bakker
- GPU: Fix Crash Sampling in Texture Paint Mode. - Jeroen Bakker
- GPU: Improve the shader cache GC behavior - Miguel Pozo
- GPU: Refactor texture samplers - Omar Emara
- GPU: Use --debug-gpu-renderdoc For Renderdoc Integration. - Jeroen Bakker
Geometry
Geometry Nodes
Gitea
- Gitea: update bug report template for security policy - Brecht Van Lommel
I18n
- I18n: Updated translation files from SVN trunk (r6467). - Bastien Montagne
- I18n: disambiguate a few messages - Damien Picard
- I18n: fix footer in the text editor when loading an external file - Damien Picard
- I18n: Updated UI translations from SVN repo (r6454). - Bastien Montagne
- I18n: fix add-on extraction when UI code appears in init .py - Damien Picard
- I18n: translate popover descriptions - Damien Picard
- I18n: translate viewport grid unit - Damien Picard
IDManagement
- IDManagement: Extend ID remapping code. - Bastien Montagne
Image
- Image: Use OpenImageIO for loading and saving a variety of image formats - Jesse Yurkovich
ImageEngine
- ImageEngine: Improve Performance and Quality. - Jeroen Bakker
Mesh
- Mesh: Avoid unnecessarily initializing corner topology arrays - Hans Goudey
- Mesh: Replace MPoly struct with offset indices - Hans Goudey
- Mesh: Use more efficient update tag when flipping faces - Welp
Nodes
- Nodes: Move data-block default values with link drag search - illua1
- Nodes: Add dropdown to select group socket subtype - Hans Goudey
Overlay
- Overlay: use edge-connected polygons to calculate wireframe factor - Germano Cavalcante
PBVH
- PBVH: update mesh data pointers stored in pbvh - Jacques Lucke
Point Cloud
PyAPI DocS
- PyAPI DocS: Fix source code link markup - Aaron Carlisle
Python
- Python: Support multiple custom script directories in Preferences - Julian Eisel
-
Python:
bl_ui_utils.layout.operator_contextcontext manager - Sybren A. Stüvel
Python API
- Python API: Expose background drawing argument for GPUOffScreen.draw_view3d - Yuntoko
- Python API: Add function to create links to virtual sockets - Damien Picard
RNA
- RNA: add EnumProperty.enum_items_static_ui to access separators & titles - Campbell Barton
Realtime Compositor
- Realtime Compositor: Implement Map UV node - Omar Emara
- Realtime Compositor: Implement Fog Glow Glare node - Omar Emara
- Realtime Compositor: Implement Displace node - Omar Emara
- Realtime Compositor: Implement Z Combine node - Omar Emara
Refactor
- Refactor: Rename more grease pencil files to legacy - Falk David
- Refactor: de-duplicate motion triangle vertices and normals computation - Weizhen Huang
- Refactor: move part of light tree logic from #LightManager to #LightTree - Weizhen Huang
- Refactor: renaming a few light-tree-related variables - Weizhen Huang
- Refactor: add native Cycles Normalize option on lights for Hydra - Alex Fuller
- Refactor: move #object_usable_as_light() from #LightManager class to #Object - Weizhen Huang
Renderdoc
- Renderdoc: Use Main Context Workaround. - Jeroen Bakker
Revert "GHOST/Wayland
- Revert "GHOST/Wayland: avoid up-scaling window content" - Campbell Barton
Sculpt
- Sculpt: updated Mask and Face Set menu operators - Patrick Foley
- Sculpt: Fix #104631: Tip Roundness on Paint brush causes jitering - Joseph Eagar
Squashed commit of the following
- Squashed commit of the following: - Joseph Eagar
Text Editor
Texture Paint
- Texture Paint: always respect edit mode hiding - Philipp Oeser
Tools
- Tools: util to get inactive member of teams from gitea - Dalai Felinto
Transform
UI
- UI: Sculpt Paint tool defaults #97616 #105759 - Henry Chang
- UI: Capabilities Flag for Clipboard Image copy/paste - Harley Acheson
- UI: replace "copy/paste buffer" by "internal clipboard" - Damien Picard
- UI: Quick tooltip showing tab name for Properties editor tabs - Julian Eisel
- UI: Allow Clipboard Copy/Paste Images - Harley Acheson
- UI: Color Picker Positioning - Harley Acheson
- UI: Add slash character support to fuzzy search initials mode - zanqdo
- UI: Allow Float Kerning for Text Objects - Damien Picard
- UI: Tooltips for Assets - Harley Acheson
- UI: Fix disconnected and non-clickable checkbox labels in popovers - Damien Picard
- UI: Add slash separators to Hue/Saturation/Value - zanqdo
- UI: Rename Bright/Contrast to Brightness/Contrast - zanqdo
- UI: enable string properties for alt-click buttons for multiple objects - Philipp Oeser
- UI: Text Object International Case Change - Harley Acheson
- UI: Region polling support - Julian Eisel
USD IO
- USD IO: Move to the new Mesh Attributes API for Colors - Charles Wardlaw
UV
- UV: add overlapping island support for uv packing - Chris Blackbourn
- UV: cleanup uv_parametrizer, simplify types - Chris Blackbourn
- UV: paste now skips tagging objects for update when they aren't changed - Campbell Barton
- UV: refactor uv packing for readability and performance - Chris Blackbourn
- UV: support for non-square bitmaps in uv packer, alpaca_rotate - Chris Blackbourn
- UV: improve layout efficiency of uv packing when rotation enabled - Chris Blackbourn
- UV: paste-uvs will return OPERATOR_CANCELLED if uvs were unchanged - Chris Blackbourn
Updated translations from SVN trunk (r6419).
- Updated translations from SVN trunk (r6419). - Bastien Montagne
VSE
- VSE: Clarify why frame range is drawn differently than in other editors. - Richard Antalik
Vulkan
- Vulkan: Fix Compilation Issue on Windows. - Jeroen Bakker
- Vulkan: Enable Step-by-Step Debugging in Renderdoc. - Jeroen Bakker
- Vulkan: Reduce Macro Unrolling In GLSL. - Jeroen Bakker
- Vulkan: Fix Compilation Error on Windows Platforms. - Jeroen Bakker
WM
- WM: support separators when generating tools from enums & icon map - Campbell Barton
- WM: include the GHOST backend in bug report when non-default - Campbell Barton
blendfile write
- blendfile write: Fix handling of embedded IDs. - Bastien Montagne
macOS/Linker
- macOS/Linker: support mold and lld - Ankit Meel
21 Comments
Hello Pablo!
I have a question, Does Blender plan to include switch node functionality in the shader node?
I am eager to use switch nodes in shaders.
It would be cool if blur and time nodes were included in shader context as well.
@SKA @slowk1d @Sooroojdeen
You mean "static swich" like in Unreal or Unity, so You prepare master shader and depending on use case You turn off functionality causing it to recompile shader?
But if you wanna switch that You can toggle during an animation, then sorry. Best GPU can do is lerp (mix) with factor of 0 or 1. Cause there is no way that GPU can efficiently branch in shaders.
And "IF" instructions are actually done like lerp. In a way that all branches are always calculated. So there is no performance gain at all.
Hello Pablo, Are there any plans to add a proper UV synchronization mode in Blender, similar to what has already been implemented in Maya, C4D, and RizomUV? It's extremely inconvenient to work with a large number of objects in the current synchronization mode. When editing objects, I can't see all the UV islands. If I switch to synchronization mode, almost all add-ons stop working or give errors. When hovering over a UV island, it doesn't highlight in the viewport. There's an add-on called uv_highlight by BenjaminSauder for Blender 2.7x, here's a link to it: github.com/BenjaminSauder/uv_highlight . There are examples of it in action there. Will such a feature be added to Blender?
Hello Pablo, hope today is and was fantastic!
I have just one question; is the blender Labs project still progressing behind the scenes? haven't heard anything since the keynote, very excited!!!
Thanks for all you do!
I actually made a little addon with which i could change the node types for a group in the shader node tree. I wonder if that edit of enabling it in geometry nodes also allows for that to work in material bodes
Hello Pablo~ When will blender's Layered Textures system be developed?
Hi pablo and Good day to the blender team.the seperate is working in object mode, using the search, maybe be good that it ahd to be exposed in object mode so as not to go back to edit mode when you want to separate objeccct when you are in object mode already.
Hello Pablo
I've been learning geometry nodes recently, and one annoying aspect I found is that Blender unlinks nodes when the type of a geometry node changes. When using the Switch node, for example, changing the type from geometry to float unlinks the node.
oi, pablo! definitely gonna be using an addon folder. now, I did want to ask, is there a chance we could re-implement the 2.81 and prior smoke sim? I find that while it's less correct than mantaflow in some situations, it can produce some very nice smoke, and it's much faster than mantaflow. I think "legacy blender smoke" would be a good test for blackbox simulation solvers in geometry nodes!
I doubt that. Re-adding that would propably require a lot of work. Simple cause it would have to be adjusted to changes since then, but still a lot. Work that could be spend on something new. If you compare old smoke sim to competition like embergen or even development tets of jflow . Its like comparing blender internal to Cycles or eevee. You will probably woudn't be very motivated to spend tens of hours on that :p.
ah, it wasn't that it was accurate, but it produced nice stylized smoke and fire is all.
Buenas tardes, Pablo !
I have been recently trying to use Shader AOVs to output volume properties (i.e. temperature, velocity ...) but no matter what I try to set to AOV, the output is black. I can still output whatever property as a color in principled volume, though, but that's a bit inconvenient. Is this a known issue or a bug?
I've found ~2 years old post here about exactly the same issue, but no bug reports:
blender.community/c/today/G6JL/
Un saludo.
Hey Pablo a few questions,
In regards to simulation nodes, will the solvers be GPU accelerated or will they be CPU only?
I recently got into using OSL for Cycles and I thought it would be cool if there a sort of scripting language for geometry nodes, would something like this be possible? Houdini apparently has something like this.
Are multipasses and cryptomatte coming to the viewport compositor?
It would be cool if we could expose dropdown menus in node groups or create our own custom dropdown menus.
Shouldn't Viewport Compositor be a new Viewport Shading option? Hi Pablo! I was wondering if you considered adding viewport compositor to the Viewport Shading Icons in the top right corner, instead of a submenu of the Rendered Preview. It seems like a logical thing to me as it is another step in the pipeline.
Hey Pablo you are breathtaking, keep up the great job! Loving what the future holds for blender!
Hello Dear Pablo!
Is copy past has anything to do with multiple object "shared parameter" change. Like what we do with holding alt and click on a value?
Hola Pablo
*Blender apps is a higher quality blender sendbox and should be a priority. The Blender extensions platform is of lower quality because it requires coding knowledge, which is ultra-difficult. Well you Pablo don't really know how to code either. Blender apps are 3D software based on the blender kernel (like some os based on the kernel (Linux). Blender apps are created with visual programming of nodes with the possibility that in blender there is a blender apps maker with nodes. Script blocks (a more optimized blender for composing blender apps with nodes and script blocks.Blender apps is much needed by the world of 3D software It has the potential for top quality and highly specialized 3D software that the world desperately needs. Highly specialized 3D software for the Legoworlds game, for creating animations from that game and taking a copy of a 3D object from that game. Highly specialized 3D software for creating your own addition to a film or cartoon (or sequel). The same as a modification or adaptation. Certain scenes from movies or cartoons, etc., with the possibility of inserting your own 3D object (own 3D object). Maybe e.g. NETFLIX, Original film edit, Disney, Pixar movie, Sendbox. (Script blocks only for perhaps the simplest actions for making a blender app). These are examples and indicators of the high need for blender apps in the world.
*It would be good if on code.blender.org there was an option to like posts to see what is desirable. Likes would not close after a certain day from the posting of the post. (It will most likely be none of that. Could you please make some sort of poll for that? Thanks in advance.)
*I have to tell you that you made a terribly big mistake, which was a graphical sunset without blender apps or the blender extensions platform coming to life.
I'm sorry to tell you this, but you are doing bad for 3D software blender because of your recklessness.
*Pablo, let's work on the improvement and infrastructure of private conversations on www.blender.chat
Not everyone needs to know about our visions that we share with the blender people.
!GRACIAS!
Visual programming is literally programming. To program in nodes something compex you have to have almost same knowledge of programming just in code, but you have less possibilities and developing visual programming is harder (just look at Blueprints in Unreal).
If I understand your comment correctly it sounds like nVidia Omniverse might be for you
This is such an insanely rude comment. I’m new to the forum and catching up on Blender Lives, and I can’t believe you’d speak to someone this way over nothing but some features you would like to have in a software that you have for free. This is meant to be a community.