This improves performance by reducing the amount of false positives.
A self overlap is made, so the distance from the vertices in the
overlap nodes is actually added.
Once again, am not exactly sure why that was working before, and not
anymore - but in any case, doing that kind of update here is not only
useless (since we have to do it at the end of the whole
collections/objects duplication and remapping anyway), it is also rather
dangerous, as collections are currently in rather invalid states at that
point of the code...
Note that in ideal world, `BKE_main_collection_sync()` & co would be
lazy (setting only a flag, then code actually needing this to be valid
again should call some sort of `BKE_main_collection_sync_ensure()`).
Then we would not have to worry about such things (and we'd get nice
performance improvements in some cases, also in main remapping code,
etc.).
Food for some refactoring, some day...
Simplify a bit, and remove some now redundant remappings.
As a side note, rBac723db57fd8ba5 actually also fixed some unreported
issues (missing remappings to new objects/collections in new copied
scene, that were not previously handled by the 'custom' code).
There are almost certainly still some missing remappings around,
though...
rBac723db57fd8ba5 makes proper remapping of all pointers in Scene...
including the object pointers of bases in ViewLayers.
Using `BKE_main_collection_sync_remap()` makes sense here anyway
(compared to `BKE_main_collection_sync()`, it additionally clears caches
in ViewLayers and Collections), this whole code makes a lot of
remapping.
Note that I do not really understand *why* that was working OK
before rBac723db57fd8ba5. I.E. *why* not remapping at all ViewLayers'
base object pointers seemed to be OK...
This whole collection/viewlayer caching is very hard to follow, and
really needs a full rework at some point (just as much as ID copying
code in general, and scene copying code in particular, in fact).
Both actual Collection datablocks and the horrible master collection
should share the same code (there were already some differences,
although probably not critical, but some callbacks from
scene->master_collection did not have the 'not self' flag...).
There were some visual artifacts when the spin gizmo had a rotation
greater than 360 degrees.
Avoids this by drawing the arc over the span of one rotation only
and adjusting the background color based on the rotation count.
EEVEE Soft shadows were not rendered correctly during viewport
rendering. The reason for this is that during viewport rendering the
shadow buffers were only update once and not per sample. This resulted
that all the samples calculated the same shadow.
This fix moves the call to `EEVEE_shadows_update` from cache finished to
draw scene. This needs to happen before `EEVEE_lightprobes_refresh`.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6538
There is a cornercase when the user edits an uvmap, that is not part of
the material (yet). When this is the case the uvmap was not added to the
uv buffer and the 'pos' alias was not created.
This change will always request the active uv map when uv editing.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6534
Embree's local intersection routine was not prepared
for local intersections without per-object BVH.
Now it should be able to handle any kind of local
intersection, such as AO, bevel and SSS.
Differential Revision: https://developer.blender.org/D6602
UI
Seems like we need to set the error with the evaluated ModifierData.
Pass this to 'surfacedeformBind' and report with that.
Differential Revision: https://developer.blender.org/D6601
This avoids the problem where Blender doesn't start because
the PYTHONPATH points to an incompatible Python version,
see T72807.
Previously we chose to assume people who set the PYTHONPATH know what
they're doing, however users may have set this for non Blender projects.
So it's not obvious that this is the cause of Blender not to launch
on their system.
To use Python's environment vars, pass the argument:
--python-use-system-env
Note that this only impacts Python run-time environment variables
documented in `python --help`, Access from `os.environ` remains.
The last handle wasn't corrected, also, there is no reason
to flip the handles while sorting (checking the same handles many times)
move this into it's own loop.
It's not certain this fixes the issue since I can't reproduce the crash, but
the code was wrong in any case.
Thanks to Ray Molenkamp and Anonymous for finding this.
Outliner tree building code was not handling properly empty libraries
(i.e. Lib datablocks in our bmain which have no used actual data
anymore).
Main issue here is unclean states of indirect hierarchies of linking
involving several libraries after undo operation.
This is not a critical issue though, just annoying and untidy.
Just some rewording of the documentation of `Particle.uv_on_emitter()`,
so that it no longer refers to 'derived mesh' but 'evaluated mesh', and
document that it expects a modifier from an evaluated object.
No functional changes.
Based on @fclem's suggestion in D6421, this commit implements support for
storing all tiles of a UDIM texture in a single 2D array texture on the GPU.
Previously, Eevee was binding one OpenGL texture per tile, quickly running
into hardware limits with nontrivial UDIM texture sets.
Workbench meanwhile had no UDIM support at all, as reusing the per-tile
approach would require splitting the mesh by tile as well as texture.
With this commit, both Workbench as well as Eevee now support huge numbers
of tiles, with the eventual limits being GPU memory and ultimately
GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs.
Initially my plan was to have one array texture per unique size, but managing
the different textures and keeping everything consistent ended up being way
too complex.
Therefore, we now use a simpler version that allocates a texture that
is large enough to fit the largest tile and then packs all tiles into as many
layers as necessary.
As a result, each UDIM texture only binds two textures (one for the actual
images, one for metadata) regardless of how many tiles are used.
Note that this rolls back per-tile GPUTextures, meaning that we again have
per-Image GPUTextures like we did before the original UDIM commit,
but now with four instead of two types.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6456