Age | Commit message (Collapse) | Author |
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This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
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The problem was the flag was not reset by layer in the loop.
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This problem has surprisingly been there for quite a few months.
For point clouds all attributes were handled the same, even "position",
which should be transformed when combining source points into the
destination.
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This change crashes library linking operators, related tests and probably more.
This reverts commit f8d219dfd4c31a918e33cb715472d91a5cd3fd51.
Ref D11583
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Previously the code assumed that curve instances had no attributes.
This is true when the data came from curve objects, which don't support
attributes currently, but it isn't necessarily true when retrieving curves
from evaluated geometry sets.
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Make the virtual functions protected and simpler, so that the logic is
better contained in the base class's implementation. Also introduce a
`copy_without_attributes` method to be used for realizing instances.
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More code that needs task isolation. Encountered in sprite fright production
file.
Ref D11603
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Add direct user feedback (as a warning report) to user when recursive
resync of overrides was needed.
And some timing (as CLOG logs) about main readfile process steps.
This is essentially adding a new BlendFileReadReport structure that wraps
BKE_reports list, and adds some extra info (some timing, some info about
overrides and (recursive) resync, etc.).
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Forgot to address latest review comments, sorry for the noise.`:wq
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Allows to decompose a given amount of seconds into a random set of
days/hours/minutes/seconds/milliseconds values.
Also add matching test.
Differential Revision: https://developer.blender.org/D11581
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Offset missed in rB44d2479dc36f
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Create a more specialized function `BKE_object_data_batch_cache_dirty_tag`
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It is more appropriate that `depths` is freed in `ED_view3d_depths_free`.
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Invalid face normals were used for tessellation.
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Invalid face normals were used for tessellation.
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Delay depsgraph visibility update tagging until it is known that
graph relations are up to date, and until it is known that the graph
is actually needed to be evaluated.
Differential Revision: https://developer.blender.org/D11660
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No functional changes. Just makes it clear this is not an immediate
update, and will make an upcoming change more localized.
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8aa17c5b12d734332c0af62a110524c4e523fb64 missed removing the
menu definition when removing from the UI.
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Current convention is not to use this term, use "current frame",
and "timeline frame" in render.c as this is the argument passed in.
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Move far plane last since it's the least likely to intersect edges.
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Currently, the OptiX BVH build options are selected based on whether
we are in background mode (final renders) or not (viewport renders).
In background mode, the BVH is built for fast path tracing and low
memory footprint, while in viewport, it is built for fast updates.
However, on platforms without OpenGL support, the background flag is
always set to true and prevents using fast BVH builds in the viewport.
Now, the BVH options derive from the Scene BVH settings:
* if BVH is static, a fast to trace BVH is built
* if BVH is dynamic, a fast to update BVH is built
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D11154
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Apply the same fix for T32214 (edge-select failing) to bones
which also failed when their end-points were outside of the view.
- Add V3D_PROJ_TEST_CLIP_CONTENT support for edit & pose bone iterator
and use for selection operators.
- Remove unnecessarily complicated checks with pose-mode lasso tagging.
- Correct error in pose-mode LassoSelectUserData.is_changed
(currently harmless as it's not read back).
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Also use full sentences, and correct typos.
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Previously this was mostly consistent, but not completely. It's helpful
to use the same name for the same meaning everywhere in this area.
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`src` and `dst` are perfectly clear, and avoid repeating unecessary
characters when writing the variables many times, allowing more space
for everything else.
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This commit piggybacks on rB3e695a27cdfad560d0b28e742cfa069d098200d6
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When CMake detects and incompatible Python version
it errors out with an error saying at-least python 3.9
is required, but doesn't mention the version it detected.
This makes troubleshooting the problem harder than it
needs to be.
This diff changes the error message to include the python
version CMake detected.
Differential Revision: https://developer.blender.org/D11666
Reviewed By: Ray Molenkamp
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This adds preliminary VS 2022 support, since
there currently is no CMake version that
supports the VS2022 IDE only ninja support
was tested.
IDE support should work without any additional
changes as soon as an updated CMake becomes
available.
As VS2022 appears to keep binary compatibility
with earlier MSVC versions, the current SVN
libraries will work for this version.
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against system input.
Reviewed By: brecht, LazyDodo
Maniphest Tasks: T88852
Differential Revision: https://developer.blender.org/D11508
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This commit optimizes the node for the case where it works on many
splines by allowing it to generate mesh data from their combinations
in parallel. By itself, this made the node around twice as fast in my
test file with a result of 20 million vertices, around 600ms instead of
1.2s before.
That isn't actually a very good result; it reveals another bottleneck,
a single threaded loop over all face corners in the mesh normal
calculation code. As a simple change that might improve performance
in some situations, this commit moves normal calculation out of this
node, so at least the work isn't wasted if the mesh is changed later
on in the node tree anyway.
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The depth cache (located in `RegionView3D::depths`) is used for quick
and simple occlusion testing in:
- particle selection,
- "Draw Curve" operator and
- "Interactive Light Track to Cursor" operator,
However, keeping a texture buffer in cache is not a recommended practice.
For displays with high resolution like 8k this represents something
around 132MB.
Also, currently, each call to `ED_view3d_depth_override` invalidates
the depth cache. So that depth is never reused in multiple calls from
an operator (this was not the case in blender 2.79).
This commit allows to create a depth cache and release it in the same
operator. Thus, the buffer is kept in cache for a short time, freeing
up space.
No functional changes.
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Quaternion correction was not implemented and Euler values were being
incorrectly combined.
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The recent task isolation changes missed two mutex locks that also need task
isolation.
Ref D11603, T89194
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Missing to disable default light ON when use separate operator.
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This patch uses threading to flush selection from verts to edges and
from edges to faces. The solution is lockless and should scale well on
modern CPU architectures.
Master:{F10185359}
Patch:{F10185361}
End user performance went from 3.9 to 4.6 FPS (Stanford Dragon) but that
was measured on a Intel Core i7-6700 CPU and AMD RX480 Gpu. The more
cores the better improvements you get.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11644
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The problem was introduced with Bezier modification because the selection code was using the original stroke and not the evaluated version.
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Get current pass only when needed.
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detailed explanation of the issue and may help the Addon Developer to identify what exactly needs to be changed.
The current message 'addon not loaded' is a bit too sparse.
Differential Revision: https://developer.blender.org/D11655
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The early `return` was wrong when there are multiple origin sockets
that need to be loaded.
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Differential Revision: https://developer.blender.org/D11658
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Consistently use a/b instead of 0/1.
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This resolves a long standing bug in edge selection
(picking, circle, box & lasso).
Now when one of the edges vertices fails to project into screen space,
the edge is clipped by the viewport to calculate an on-screen location
that can be used instead.
This isn't default as it may be important for the on the screen location
not to be clipped by the viewport.
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