When exiting editmode, customdata [and thus attributes] are copied from
**BMesh** to **Mesh** (in `BM_mesh_bm_to_me`).
When adding attributes, these were always added via
`CustomData_add_layer_named` only.
Instead (if we are in mesh editmode), we need to go through
`BM_data_layer_add_named` to properly update the **BMesh** (see
`update_data_blocks`) so we have stuff available to copy back to
**Mesh** when exiting editmode.
Same is done for removing (also going through BMesh).
This is now done, DomainInfo is updated to point to BMesh (instead of
Mesh) customdata when in editmode.
Maniphest Tasks: T90026
Differential Revision: https://developer.blender.org/D11998
This node takes a curve and a point selection and allows you to set the
specified (or all) points left/right or both handles to a given type.
Differential Revision: https://developer.blender.org/D11992
* Allow specifying a folder and automatically setting the proper executable
name depending on the operating system
* Use executables from configs for listing devices instead of a blender
command being available
On Windows, using `bpy.data.orphans_purge` with some arguments (eg: `do_recursive=True`) does not produce the expected results. This is due to arguments not being parsed correctly on this platform with the current code.
The proposed fix is based on how other functions with boolean attributes are exposed to the Python API.
Reviewed By: #python_api, mont29
Maniphest Tasks: T89733
Differential Revision: https://developer.blender.org/D11963
This was reported in T90026 for attributes, but was also true for:
- UVMaps
- Vertex Colors
- Sculpt Vertex Colors
- Face Maps
For Vertex groups and Shapekeys this was already done (in that their
remove poll would check if there is a vertex group or shapekey to begin
with), now make this consistent across all mentioned types.
Thx @vvv for the initial patch (where this was done for attributes only)
ref T90026
Reviewed By: HooglyBoogly
Maniphest Tasks: T90026
Differential Revision: https://developer.blender.org/D11990
I'm trying to move away from general files with lots of things in them,
and instead have many small & focused files. I find that easier to
work with since everything has clear responsibilities, even if there is
some minor overhead in managing all these files.
I also try to differentiate more clearly between public and internal
files. So source files and internal headers are in a `intern/`
sub-directory, public functions are in a number of headers one level
higher.
For convenience and to make this compatible with our existing general
headers in `editors/include`, I made the `ED_asset.h` there include all
these public headers.
This is of course a bit of an experiment, let's see how it works in
practice.
Also corrected the name of `ED_asset_can_make_single_from_context()`.
The `ibo.tris` extraction in multithread is currently only done if the
mesh has only 1 material.
Now we cache a map indicating the index of each polygon after sort and
thus allow the extraction of tris with materials in multithreaded.
As caching is a heavy operation and was already being performed in
multi-thread for triangle offsets, no significant improvements are
expected.
The benefit will be much greater when we can skip updating the cache
while transforming a geometry.
**Profiling:**
||master:|PATCH:
|---|---|---|
|large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS
||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms)
|subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS
||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms)
1.1x overall speedup
Differential Revision: https://developer.blender.org/D11445
This was an open TODO, I wanted to have code for translating asset
library references from and to enum values in a central place, and
access that in the same way from both the Asset Browser and the
Workspace RNA code.
* Adds own file for the related functions.
* Adds doxygen comments.
* Updates RNA callbacks to properly use these functions.
* Let these functions call each other, avoid duplicating logic.
Since recently it's possible to access assets from outside the
File/Asset Browser, via the asset view template. So we are slowly
moving away from file space specific code to dedicated asset system
code. I introduced `AssetLibraryReference` as a duplicate of
`FileSelectAssetLibraryUID`, with a plan to delete the latter in a
separate cleanup commit. That's exactly what this commit is.
This will cause Asset Browsers to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
This new variable was introduced with 7898089de3. We don't usually use
an `active` prefix variable. Plus, this makes the name match the one of
the Asset Browser active library variable, so we can use the
`rna_def_asset_library_reference_common()` helper for both.
This will cause Asset Views to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
Currently the wording is a bit unclear: it doesn't specify //what// the particles will be converted into. This clarifies it by stating what the particles will be converted into: they will either be converted to a mesh or the instances will be made real.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11795
Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :
Eevee :
{F10230448}
Cycles :
{F10230449}
Simply Fixed by replacing the Cycles UI code by the Eevee UI code.
Thanks to @Brainzman for helping me create this diff and translate
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11979
Just add a check for whether the mesh has faces when retrieving an
attribute on the corner domain. In the future there could be an info
message in the node in this case, since maybe it's not intuitive.
Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
For this to work, the utility function needs to be callable without
context, which is only needed for a File Browser specific hack anyway
(doesn't apply to this usage of it).
While the asset-handle design is supposed to be temporary (see
35affaa971), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
Note that the current asset-handle design is temporary, see
35affaa971. I still prefer this to be const, as code outside the
asset-list/file-list code should never mess with the file data of an
asset.
The asset handle design is only temporary (see 35affaa971) and this
RNA property is only needed for internal, technical reasons of the asset
view template. So although not nice, at least make it clear in the RNA
property description that this should not be used.
Using const indexes and offsets helps to make the logic less sequential,
which is hopefully easier to understand and possibly easier to parallelize
in the future. Also order return arguments last.