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2021-07-05Cleanup: spelling, punctuationCampbell Barton
2021-07-05Cleanup: move repeated assignment out of nested for loopCampbell Barton
2021-07-05Cleanup: use const argumentsCampbell Barton
2021-07-05Cleanup: use 'use_' prefix for RNA booleansCampbell Barton
2021-07-05Cleanup: remove unnecessary bmesh operator commentsCampbell Barton
2021-07-05GPencil: Fix memory leak in trim and split functions.YimingWu
`dvert->dw` from old strokes are not freed properly, fixed.
2021-07-05Fix T89655: tweak Cycles transparent bounces UI for clarityBrecht Van Lommel
Transparent bounces are independent of other bounces, so don't group them together.
2021-07-05Cleanup: Move common File Browser renaming code into functionsJulian Eisel
Code would manually do the same things in a couple of places, obvious case of unnecessary code duplication.
2021-07-05Cleanup: replace NSTextInput with NSTextInputClientYuki Hashimoto
This revision replaces the deprecated protocol NSTextInput with NSTextInputClient in Cocoa Text View. No functional changes. For more information of the methods, please see: https://developer.apple.com/documentation/appkit/nstextinputclient Differential Revision: https://developer.blender.org/D11407
2021-07-05Cleanup: use arrayWithObject to reduce the codeYuki Hashimoto
Similar code is found in Apple's code samples. Differential Revision: https://developer.blender.org/D11434
2021-07-05Functions: add utility to create string from value of generic typeJacques Lucke
2021-07-05BLI: wrap more features off tbb::enumerable_thread_specificJacques Lucke
* Make the wrapper enumerable. * Support an initializer function.
2021-07-05BLI: add conversion constructor for destruct_ptrJacques Lucke
This allows converting between different `destruct_ptr` types (which is just a `std::unique_ptr` with a custom deleter). The most common use case is to convert from a derived type to the type of the base class.
2021-07-05Tests: performance testing frameworkBrecht Van Lommel
These are scripts for benchmarking Blender features on real-world .blend files. They were originally written for benchmarking Cycles performance, and were made generic so they can be used for more Blender features. The benchmarks can be run locally by developers. But the plan is to also run these as part of continuous integration to track performance over time. Currently there are tests for Cycles rendering and .blend file loading. Documentation: https://wiki.blender.org/wiki/Tools/Tests/Performance Main features: * User created configurations to quickly run, re-run and analyze a selected subset of tests. * Supports both benchmarking with existing builds, and automatic building of specified git commits, tags and branches. * Generate HTML page with bar and line graphs from test results. * Controlled using simple command line tool. * For writing tests, convenient abstraction to run a Python function in Blender with arguments and return value. Ref T74730 Differential Revision: https://developer.blender.org/D11662
2021-07-05Fix T89523: Cycles OpenCL compile error after shadow terminator changesBrecht Van Lommel
2021-07-05Cleanup: clang-tidyCampbell Barton
2021-07-05Cleanup: remove outdated commentCampbell Barton
2021-07-05Fix early return in reverse-color where continue was intendedCampbell Barton
2021-07-05Geometry Nodes: new Viewer nodeJacques Lucke
This adds a viewer node similar to the one in the compositor. The icon in the headers of nodes is removed because it served the same purpose and is not necessary anymore. Node outputs can be connected to the active viewer using ctrl+shift+LMB, just like in the compositor. Right now this collides with the shortcut used in the node wrangler addon, which will be changed separately. As of now, the viewed geometry is only visible in the spreadsheet. Viewport visualization will be added separately. There are a couple of benefits of using a viewer node compared to the old approach with the icon in the node header: * Better support for nodes that have more than one geometry output. * It's more consistent with the compositor. * If attributes become decoupled from geometry in the future, the viewer can have a separate input for the attribute to visualize. * The viewer node could potentially have visualization settings. * Allows to keep "visualization points" around by having multiple viewer nodes. * Less visual clutter in node headers. Differential Revision: https://developer.blender.org/D11470
2021-07-05BMesh: remove redundant mesh-backups from EDBM_op_* APICampbell Barton
Using BMesh operators through the edit-mesh API created a full copy of the mesh so it was possible to restore the mesh in case one of the operators raised an error. Remove support for automatic backup/restore from the EDBM_op_* API's as it adds significant overhead and was rarely used. Operators that need this can use the BMBackup API to backup & restore the mesh in case of failure. Add warning levels to BMO_error_raise so operators can report problems without it being interpreted as a request to cancel the operation. For high-poly meshes creating and freeing a full copy is an expensive operation, removing this gives a speedup of ~1.77x for most operators except for "connect_verts" / "connect_vert_pair" which still uses this functionality.
2021-07-05BMesh: remove redundant copy-on-write taggingCampbell Barton
The evaluated meshes no longer store a copy of the edit-mesh so tagging when a BMesh operator fails can be removed.
2021-07-05BMesh: dissolve faces no longer fails when some faces can't dissolveCampbell Barton
Previously, any face groups that could not be merged into a face caused the entire operation to report an error and do nothing. Now these cases are skipped over, dissolving faces where possible.
2021-07-05Cleanup: unused variableJacques Lucke
2021-07-05Cleanup: minor improvements to BMesh dissolve facesCampbell Barton
- Only create arrays with groups of two or more faces. - Remove raising exception for zero length arrays. - Remove redundant exception check (assert there is no exception). - Use a struct for face array & it's length instead of a NULL terminated array (removes the need to count faces in a loop).
2021-07-05Cleanup: update comment formattingCampbell Barton
- Replace '[mce]' with "Mike Erwin". - Remove references to turn-table author as it isn't useful information, the author was credited in the commit message.
2021-07-05Cleanup: remove temporary headerCampbell Barton
2021-07-05Cleanup: remove unused definesCampbell Barton
2021-07-05Cleanup: spelling in commentsCampbell Barton
2021-07-03GPencil: Add weight factor to Offset randomizeAntonio Vazquez
Now, The weight is used in the randomize parameters of the offset modifier. This is useful to generate effects like explosions. Related to the new Vertex Weight modifiers.
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-07-03GPencil: Fix unreported PDF export offsetAntonio Vazquez
When exporting a PDF, the image was displaced towards top right a few pixels. Also removed is_orthographic variable because is not needed now.
2021-07-03Cleanup: Use simpler method to retrieve attribute domainHans Goudey
2021-07-02Cleanup: Remove unused transform matrix from objectsHans Goudey
This was the only reference to this matrix. https://developer.blender.org/D11770
2021-07-02Geometry Nodes: Add mesh input warning to curve to mesh nodeHans Goudey
A point of confusion about this node is that it doesn't work on the output of the mesh circle primitive node. This patch adds a warning to help with that. This avoids adding a warning when the geometry set input has no mesh. Differential Revision: https://developer.blender.org/D11771
2021-07-02Build: upgrade NanoVDB library to latest revisionBrecht Van Lommel
This includes improved handling of OpenVDB trees with inactive voxels, which previously could throw an error. Ref T89581, T88438
2021-07-02Fix T89581: Cycles crash rendering some OpenVDB files with inactive voxelsBrecht Van Lommel
Print an error message instead.
2021-07-02Cleanup: use template utility function to handle OpenVDB grid types in CyclesBrecht Van Lommel
2021-07-02Cleanup: Further use of const when accessing evaluated meshHans Goudey
Also resolve a warning from the previous commit. The next blocker to using const is `BKE_mesh_wrapper_ensure_mdata`.
2021-07-02Cleanup: Use const mesh to ensure BVH and triangulation cacheHans Goudey
As noted in a comment now, these functions only update a cache, so they don't change the logical state of the mesh, which is "it will have the data when necessary." Using a const argument will help const correctness when accessing an object's evaluated mesh.
2021-07-02Cleanup: Fix variable redeclaration warningHans Goudey
2021-07-02GPencil: Fix compiler warnings in previous commitAntonio Vazquez
2021-07-02Cleanup: Remove unused/unneeded code from old Asset Engine designJulian Eisel
This code was written for the File Browser together with the Asset Engine design, that is not part of the Asset Browser/System design anymore. Updated comments accordingly. `FileDirEntryRevision` was actually used, but I removed it and moved the used members to the parent `FileDirEntry`, since there is no concept of revisions currently. There should be no functional changes.
2021-07-02Constraints: support a new Local Space (Owner Orientation) for targets.Alexander Gavrilov
Add a new transformation space choice for bone constraints, which represent the local transformation of the target bone in the constraint owner's local space. The use case for this is transferring the local (i.e. excluding the effect of parents) motion of one bone to another one, while ignoring the difference between their rest pose orientations. The new option replaces the following setup: * A `child` bone of the `target`, rotated the same as `owner` in rest pose. * A `sibling` bone of the `target`, positioned same as `child` in rest pose and using Copy Transforms in World Space from `child`. * The `owner` bone constraint uses Local Space of `sibling`. (This analogy applies provided both bones use Local Location) Differential Revision: https://developer.blender.org/D9493
2021-07-02Copy Transforms: implement Remove Target Shear and more Mix options.Alexander Gavrilov
This constraint can be naturally viewed as a prototype for a future 4x4 matrix math node (or subset thereof), since its basic semantics already is matrix assignment. Thus it makes sense to add math options to this constraint to increase flexibility in the meantime. This patch adds support for several operations that would be useful: - An option to remove shear in the incoming target matrix. Shear is known to cause issues for various mathematical operations, so an option to remove it at key points is useful. Constraints based on Euler like Copy Rotation and Limit Rotation already have always enabled shear removal built in, because their math doesn't work correctly with shear. In the future node system shear removal would be a separate node (and currently Limit Rotation can be used as a Remove Shear constraint). However removing shear from the result of the target space conversion before mixing (similar to Copy Rotation) has to be built into Copy Transforms itself as an option. - More ways to combine the target and owner matrices. Similar to multiple Inherit Scale modes for parenting, there are multiple ways one may want to combine matrices based on context. This implements 3 variants for each of the Before/After modes (one of them already existing). - Full implements regular matrix multiplication as the most basic option. The downside is the risk of creating shear. - Aligned emulates the 'anti-shear' Aligned Inherit Scale mode, and basically uses Full for location, and Split for rotation/scale. (This choice already existed.) - Split Channels combines location, rotation and scale separately. Looking at D7547 there is demand for Split Channels in some cases, so I think it makes sense to include it in Copy Transforms too, so that the Mix menu items can be identical for it and the Action constraint. Differential Revision: https://developer.blender.org/D9469
2021-07-02File Browser: Refactor file "UUID" code (which wasn't really a "UUID")Julian Eisel
To some degree these are changes in preparation of further Asset Browser related changes, see D11119. But also, the current UUID design was written for the old Asset Engine design, which isn't part of the current Asset Browser/System design anymore. And lastly, "UUID" are a well established standard (https://en.wikipedia.org/wiki/Universally_unique_identifier) which this implementation didn't follow. What we have here is more of an index, or a unique identifier (https://en.wikipedia.org/wiki/Unique_identifier). So this does the following changes: * Renames "UUID" to "UID" * Changes the type of the UID to (a typedef'ed) `uint32_t`, which is more than enough for our current asset system design and simplifies things. * Due to the new type, we can avoid allocations for hash-table storage. * Add/use functions for UID handling Note that I am working on a major rewrite of the file-list code. Meanwhile we want to keep things sensible.
2021-07-02GPencil: New modifier to generate weights dynamicallyAntonio Vazquez
his new modifier allows to generate weights base on: * Angle of the stroke relative to object or world orientation. For example, if the value is 90, the maximum weights will be for vertical lines and minimum for horizontal lines. * Distance to Target object. The distance calculated is normalized to get valid weights between 0 and 1.0. The weights are created in an existing vertex group and the data can be replaced or mixed with the existing value to combine different weight effects. The minimum parameter, allows to define the minimum weight generated. This is useful to avoid very low weights. The generated weights can be used in any modifier. For example, the angle weight value can be used to mimic FreeStyle Caligraphy modifier using the weight with the thickness modifier. Also some modifier has been changed to inlude a new option to use the weights as factor of the effect. As result of this change, the fading option has been removed from Thickness and Opacity modifiers because this can be done using the new modifier, it's not logic to repeat the same. Reviewed By: mendio, filedescriptor Differential Revision: https://developer.blender.org/D11604
2021-07-02Cleanup: Use const variables for object's evaluated meshHans Goudey
Generally the evaluated mesh should not be changed, since that is the job of the modifier stack. Current code is far from const correct in that regard. This commit uses a const variable for the reult of `BKE_object_get_evaluated_mesh` in some cases. The most common remaining case is retrieving a BVH tree from the mesh.
2021-07-02Cleanup: refactor edit-mesh copy functions into functionsCampbell Barton
2021-07-02Cleanup: compiler & clang-tidy warningsCampbell Barton
2021-07-02Cleanup: spelling in commentsCampbell Barton