Using the button context for operators is useful for other cases as well (where
the operator isn't the button operator itself). For example we'll need this for
the asset view UI template, where there will be additional operators that
should be able to act on button context.
Currently the procedural will add an entry to the cache for every frame
even if the data only changes seldomly. This means that in some cases we
will have duplicate data accross frames.
The cached data is now stored separately from the time information, and
an index is used to retrieve it based on time. This decoupling allows
for multiple frames to point to the same data.
To check if two arrays are the same, we compute their keys using the
Alembic library's routines (which is based on murmur3), and tell the
cache to reuse the last data if the keys match.
This can drastically reduce memory usage at the cost of more processing
time, although processing time is only increased if the topology may
change.
In order to update the BVH when only the transformations are changing,
we would tag the Object's Geometry as modified. However, when
displacement is used, and the vertices were not themselves modified,
this would cause us to redo the displacement on already displaced
vertices.
To fix this, use a specific update flag for detecting and notifying that
transformations were modified.
Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
Make sure we have valid links and link pointers using
'ntreeUpdateTree()'.
Maniphest Tasks: T86314
Differential Revision: https://developer.blender.org/D10793
The problem happened when the selection only allowed "single_islands"
(only vertices are selected, no edges or faces).
The result of `is_zero_v3(v->no)` was erroneously being compared to `0.0f`
This commit corrects the wrong condition and optimizes it by adding a
earlier return when the islands don't need to be calculated.
(It also improves the code's readability by joining some variables in the
`struct TransIslandData`).
This adds a `BLI_assert_unreachable()` macro, that should be used instead
of `BLI_assert(false)` in many places.
* `BLI_assert_unreachable` provides more information than `BLI_assert(false)`
to people reading the code.
* `BLI_assert_unreachable` will print an error to `stderr` in a release build.
This makes it more likely that we will get bug reports when the assumptions
of a developer were wrong.
Differential Revision: https://developer.blender.org/D10780
- Use constexpr for better readability.
- Split in functions per backend.
- Split work scheduler global struct in smaller structs.
- Replaced std::vector with blender::Vector.
- Removed threading defines in COM_defines.h
Linked data should only be duplicated if relevant `eDupli_ID_Flags` flag
is set (`USER_DUP_LINKED_ID`), this is being taken care of by generic
`BKE_id_copy_for_duplicate` function, but for some reasons (?)
`BKE_object_duplicate` was directly using `BKE_id_copy` for itself...
Note that this had especially bad consequences when duplicating
overrides of collections...
It makes more sense to avoid mixing the primitives with other mesh
operations. We considered adding a "Mesh" prefix to the names too,
but decided to prioritize improvements to the node search menu instead,
and only consider that if there is an overlapping prefix name for
another data type.
The crash is caused by an out of bound access in the kernel due to
missing data update when a Volume's voxel data changes. Although the
previous bounding mesh is cleared, the Volume Node was not tagged as
modified, and therefore never rebuilt.
To fix this, tag the Geometries (not just Volumes, to be more robust) as
modified in Geometry.clear().
Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
Crash occurs at `assert(builder->index_len < builder->max_index_len)`.
Non-bezier nurbs were being created with abnormal values causing the
causing edge count in the draw manager to be incorrect.
This commit also deduplicates and adds descriptions to the code.
Thanks @PratikPB2123 for pointing out where the error is.
Currently viewers and previews only display node trees that have at least one node with fixed resolution size. When all inputs are generated, nothing is displayed in most cases (RGB Node is displayed as a single pixel on previews). By generated I mean inputs not having resolution on their own, they create content dynamically given an output resolution.
This patch adds support for those cases by using an appropriate preferred resolution on Viewers/Previews which propagates to generated inputs as output resolution. Now:
- Viewers will display generated inputs with scene render resolution.
- Previews will display them with scene aspect ratio.
This is consistent with final render result and respects relative space.
The benefit for the user is being able to compose images without any input source. For example for creating mask images or simple backgrounds.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D10611
The goal of this patch is to remove the boilerplate code required to get
a string property that maps to an allocated char pointer in dna.
Previously, one to to provide three callbacks, all of which are not necessary
anymore for a simple string property.
Currently, when an empty string is assigned, the `set` function will always
allocate it as well, instead of assigning `NULL` to the pointer. Some structs
might support `NULL` while others don't, so this is the safer option for now.
Differential Revision: https://developer.blender.org/D10773
There were multiple cases that could lead to problems like moving meta
strip into itself or into it's children meta strips.
Print error string to console when invalid action is requested.
Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
Currently, when a taper object is specified, the radius of the spline is
ignored. This patch adds a new option to control how the taper object
affect the effective radius of the spline. The option allow three modes
of operation:
- Override: The old method. The radius of the spline is ignored and
overridden.
- Multiply: The radius of the spline is multiplied by the taper radius.
- Add: The radius of the spline is added to the taper radius.
Ref D10779
Sorting of links on multi-input sockets where not recalculated after
using the knife operator. Added call to resort function before
cutting operator finishes.
Reviewer: Jacques Lucke
Differential Revision: https://developer.blender.org/D10783
- Rename:
`BKE_gpencil_object_material_get_index_name`, to
`BKE_gpencil_object_material_index_get_by_name`
Matching `BKE_gpencil_layer_get_by_name`.
- Move logic to ensure named materials into a new function:
`BKE_gpencil_object_material_ensure_by_name`
No need for a module to define a single panel, since this is an
object panel it can be included with other object panels.
If centralizing line-art properties is needed in the future,
this can be done in a `*_common` module.