Age | Commit message (Collapse) | Author |
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* Timeline has summary collapsed to show only one row of keyframes.
* Cavity default is screen space curvature (faster).
* Scripting workspace text editor uses syntax highlight and line numbers.
* Marker lines enabled by default in all animation editors.
* Movie clip editor pivot point default to median.
Ref T63986.
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Helps to avoid blending with the timeline out-of-range area, match region
background and scrubbing area as well.
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ob->imat is garanteed to be valid by the depsgraph.
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This means less matrices needs to be prepared by the CPU.
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No need to clear since GPU_material_vertex_attrs is overriding
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This reduces the cost of querying the batches to the batch cache.
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This is in order to using BLI_INLINE for thoses functions and keep headers
cleany separated.
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These changes seems to impact cache efficiency as it uses shgroup just
after creating a DRWCall before shgroup.
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This is in order to create less shading group when using duplis.
Data for dupli objects keep in draw manager state until the source object
changes so retrieval is fast.
Note that this system could be extended to all meshes.
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Also fix engine data validation that was not previously not working.
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This remove a bit of overhead specially in scene with lots of objects.
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This remove a avoid the big overhead present in BLI_mempool when it is
cleared.
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This seems to remove a bit of overhead of going into the function even if
the uniform is not needed.
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This is really close to BLI_mempool but uses an array to keep track of the
chunks of memory. There is no tagging necessary to clear the whole
structure so reuse is fast.
Naturally supports iteration but does not support freeing.
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Only happened for Cycles, after recent changes.
Differential Revision: https://developer.blender.org/D4826
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This breaks the user interface of exporters, so revert for now until there
is a solution for this.
This reverts commit ee0d8426ab6d301c0296496c25f9511b9a9768e9.
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for instanced collections.
Not sure why newid was set in evaluated object instead of orig one,
makes no sense to me, since we want to operate remapping of ID pointers
on orig data? Looks like that was something overseen when that code was
ported to new COW system.
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The text, that was in the scrollbars, stays on the left.
Reviewers: brecht, billreynish
Differential Revision: https://developer.blender.org/D4821
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Also open Recents again by default
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Still missing a context menu here for now though
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Need to count string terminator.
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D4825
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Also removed some rogue debugging printfs from normal selection code.
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This is a patch for the default keymap in Blender.
It relates to the Dopesheet, Timeline, Graph Editor, NLA and Sequencer
Currently, in these editors, dragging outside of your selections does nothing.
This patch makes it so dragging outside the selection does a box select operation.
It is consistent with how the Node Editor works, as well as the 3D View, if you use the gizmo overlays.
Differential Revision: https://developer.blender.org/D4799
Reviewers: campbellbarton
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Many modern computers support a lot of threads (parrallel building
jobs), but are somewhat restricted in memory, when some building jobs
can require several GB each.
Ninja builder has pools, which extend the usual `-j X` make
parallelizing option, by allowing to specify different numbers of
parallel jobs for different targets.
This commit defines three pools, one for linking, one for usual compile,
and one for compiling some 'heavy' cpp libs, when a single file can
require GB of RAM in full debug builds.
Simply enabling WITH_NINJA_POOL_JOBS will try to set default sensible
values for those three pools based on your machine specifications, you
can then tweak further the values of NINJA_MAX_NUM_PARALLEL_ settings,
if you like.
On my system (8 cores, 16GB RAM), it allows to build a full debug with
all ASAN options build with roughly 7GB of RAM used at most, pretty much
as quickly as without that option (which would require up to 11GB of
available RAM at some points).
Review task: D4780.
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Since scale is multiplicative, the appropriate way to partially copy
it is to use power. However, the influence slider of constraints uses
linear interpolation. Thus, there is no way to correctly split scale
via constraints without adding this feature.
In addition, this allows inverting scale by using negative powers,
fulfilling the function of Copy Rotation's Invert checkboxes.
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A 'Disable and Keep Transform' button for constraints was added. This
allows animators to disable a constraint without moving the constrained
object/bone, making it easier to toggle constriants on and off without
any visual consequence. Typical usage would be a character picking up an
object (enable 'Copy Transform' constraint) and placing it somewhere
else (disable the constraint).
Note that there could still be movement when there are muliple
constraints active. For example, when using this constraint stack
- #1: Copy Transform from Empty.001
- #2: Copy Rotation from Empty.002
and disabling constraint #2, constraint #1 is still active and will
still modify the visual transform of the object. According to our
in-house animators, this is expected behaviour.
Reviewers: campbellbarton, dfelinto, sergey
Reviewed By: campbellbarton
Subscribers: brecht
Tags: #animation
Differential Revision: https://developer.blender.org/D4677
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Update more relevant fields in the sculpt session. Really becoming annoying, but
was also annoying in the old code as well.
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This was trying to emulate the 2.79 Graph Editor.
The toggle took up more room that the filter toggle it revealed, and it made the header buttons jump around
Better to just have the filter toggles showing immediately.
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Update along with generation utility.
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Own mistake in previous commit
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Add to both Blender and Industry Compat keymap
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Consistent with others
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Adding to both default and Industry Compat keymap
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Add a new option that makes the Spline IK solver apply volume
preservation on top of the original scaling, considering the
pre-IK scale of the bone as the goal volume to be preserved.
This basically works similar to the Stretch To constraint, and
allows easily rigging a stretchy chain that uniformly follows
its parent's scaling.
Since the Stretch To behavior is more familiar, the new option
is on by default for newly created Spline IK constraints.
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It's clear what these do without and takes up much less space
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