Age | Commit message (Collapse) | Author |
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Reviewed By: ankitm
Maniphest Tasks: T83174
Differential Revision: https://developer.blender.org/D9664
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By checking if a cell has already been processed in the finding patch
component code, an enormous speedup happens. This only will be
noticeable if there are lots of patches, and some cells with a
large number of patches.
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In case where there are coplanar instersections where
each part has a lot of triangles, the finding-cells algorithm was
very inefficient. This uses a Set instead of a Vector to keep track
of a cell's patches, avoids going through all patch x patch combinations,
avoids going through all patches to renumber after a merge, and
merges smaller patch-sixe cells into larger ones.
All this reduces the time to find cells in the cited case by a factor of 10.
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The value of l[count-1] should be ready by the time hmin/hmax is computed.
Otherwise the left limit for the transition key would be scaled wrong.
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The equation solver didn't handle the one unknown case correctly.
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By error, the Bezier points were using the mesh vertex size, not the grease pencil vertex size.
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Ensure consistent order of pose bones. Now it should always match the
one from bones in armature obdata (as exposed by e.g. RNA, i.e.
children-first).
Previously when some pose bones would need to be added or removed from a
pose due to changes in the bone armature, or if bones in armature were
re-ordered, the bones order in pose would not match anymore the one from
armature, and could even become different between e.g. a proxy and its
linked source.
This was not really nice, but not a big issue before either. But with
diffing process of override, consistent order of items between reference
linked collection and local override one is crucial.
Reviewed By: #animation_rigging, sybren
Maniphest Tasks: T82758
Differential Revision: https://developer.blender.org/D9646
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The incremental was taking priority but the other elements are mandatory.
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The change was intentional so that the orientation matrices match
(`rv3d->viewinv` becomes equal to the orientation matrix).
But, although in a projection matrix the Z axis is negative, this
should not be so from the user's point of view.
So the solution here is to negate the Z axis when the View orientation
is chosen.
This affects all modes, but is only evident for rotation.
---
Another change here is to use the final rotation value (`values_final`)
for the gizmo drawing since this value can be changed by the mode.
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Avoid the evaluation of constraints when computing the parent-inverse
matrix.
Constraints are meant to be evaluated last; object transforms are
computed this order:
1. `parent->obmat` (the parent object's world matrix)
2. `ob->parentinv` (the object's parent-inverse matrix)
3. Object's loc/rot/scale
4. Object's constraint evaluation
When the constraints are used to compute the parent-inverse matrix,
their effect is moved from step 4 to step 2 in this list, potentially
rotating or scaling the object's local transform. This causes unwanted
movement as reported in T82156.
Reviewed By: looch
Differential Revision: https://developer.blender.org/D9413
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Simplify conditions and declare variables `const` where possible.
No functional changes.
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Prefix a return parameter with `r_` to follow the style guide. No
functional changes.
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Move the logic for determining if the item at a given x position is an
icon into the function. This is used for determining selection over an
icon, and will be used in a later commit for checking for hover over an
icon. No functional changes.
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You can uncomment the PERFDEBUG define to get timings.
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This adds support for incremental updates in the sculpt transform
code. Now tools can define if they need the displacement applied
for the original coordinates or incrementally.
This is needed for features like elastic transform or cloth deformation
target in the transform tool.
No functional changes.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9547
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This is consistent with the UI for other modifier types.
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These fill shaders were used with the old draw engine.
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The event "value" is not really required since this operation works as a toogle.
This change cleans and simplifies the code.
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Note that the whole thing need to be redone/properly fixed, but this is
a bit more complicated so for now fix in rB8a2270efc52a is 'good
enough'.
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This was reported in the form of the eyedropper of the 'Parent' property
creating a custom property 'parent' if self was picked.
Problem arises when certain checks for setting rna pointer properties
failed (for example: the PROP_ID_SELF_CHECK check) and then a different
code path was entered (which was only meant for IDProperties).
Problem was introduced in rBa7b3047cefcb.
To solve, now first enter the branch for rna-based pointer properties,
then perform the sanity-checks (and if these fail: dont enter the other
unrelated codepath but instead do nothing)
Maniphest Tasks: T83055
Differential Revision: https://developer.blender.org/D9652
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dynamic paint modifiers
Looks like prior to the introduction of mantaflow, the former
SmokeModifierData always had a domain initialized (even if its type was
set to None). Since mataflow, the FluidModifierData type needs to be set
to MOD_FLUID_TYPE_DOMAIN (otherwise domain is invalid)
Maniphest Tasks: T82729
Differential Revision: https://developer.blender.org/D9644
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Code was actually not applying any override operation over linked data.
Reasonn behind that was that if library file is saved with latest
override applied then this is not needed, since data saved for the
override in the lib file is already up to date.
But this is actually fully breaking in case someone update the lib file
of the lib file, without re-saving the libfile itself.
So now we alwaya apply overrides also on linked data.
Note that this will not fix the case where a resync is needed.
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The panel title text intersected any buttons in the header because
the label offset retrieved from the layout code was not scaled by
the block's zoom level. Error in rB0d93bd8d63980.
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The transform modifiers are confirmed by releasing any button.
Thus, the operation can be falsely confirmed if the button that launched
the operation is released after the modifier has been activated.
Previously the events that confirmed the modifiers were hardcoded.
An option to fix this would be to add custom confirmation keyitens for
specific modifiers. But this can be a bit confusing and would make the
modal keymap even bigger.
So the solution here is to skip the button that launched the operation
when confirming the modifier.
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Orthogonalize the constraint target's matrix before decomposing it into
Euler angles. This removes sheer, and is actually a requirement for
correct decomposition.
It's conceivable that someone has used the incorrect behaviour in a rig.
As the shear caused unpredictable flipping of the constrained object,
this is unlikely.
Reviewed By: angavrilov, sybren
Differential Revision: https://developer.blender.org/D8915
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Replace `Blender` with `BLENDER` so that it's more clearly a marker, and
not just the name.
No functional changes.
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OpenImageIO's ustring makes assumptions about the interals of
std::string which aren't true on macOS/ARM. A patch for OpenImageIO
addresses this for macOS/ARM builds only, at the expense of potentially
duplicated allocations of strings.
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The build script for macOS dependencies expects to find bison provided
by Homebrew under /usr/local. Since the default install location for
Homebrew changes on macOS/ARM, the script now looks at the host
architecture and switches to /opt/homebrew on Macs with Apple Silicon.
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layer.
Just tag objects in un-excluded viewlayer for animation update.
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I cannot think of any case where we'd want to show this pointer in UI
anyway, so just tag it with `PROP_HIDDEN`.
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This update introduces two improvements from the Mantaflow repository:
(1) Improved particle sampling:
- Liquid and secondary particles are sampled more predictably. With all parameters being equal, baked particles will be computed at the exact same position during every bake.
- Before, this was not guaranteed.
(2) Sparse grid caching:
- While saving grid data to disk, grids will from now on be saved in a sparse structure whenever possible (e.g. density, flame but not levelsets).
- With the sparse optimization grid cells with a value under the 'Empty Space' value (already present in domain settings) will not be cached.
- The main benefits of this optimization are: Smaller cache sizes and faster playback of simulation data in the viewport.
- This optimization works 'out-of-the-box'. There is no option in the UI to enable it.
- For now, only smoke simulation grids will take advantage of this optimization.
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Previously, the alternate row color in the Video Sequence Editor was
just a shaded version of the editor's background color. This makes it
theme-able just like in the file browser and outliner, although the
default color is very slightly different.
Differential Revision: https://developer.blender.org/D9634
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the mesh
If the cursor is not over the mesh, the operator was still using the
last Face Set ID updated by the drawing cursor code when the cursor was
over the mesh.
This now cancels the operator instead of modifying a Face Set that will
look random to the user.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9545
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The original name was chosen because symmetry was a property of
the Paint struct. Now symmetry is a property of meshes, which
also makes the name of the property easier to understand.
Reviewed By: sergey, dbystedt
Differential Revision: https://developer.blender.org/D9618
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Since D6133 fluid particle code uses thread local storage to collect
springs created during a time step before adding them to the actual
spring array.
Prior to the switch to TBB there was a single finalize callback which
was called on the main thread, so it could use psys_sph_flush_springs
and insert the new entries into the final buffer. However in D7394 it
was replaced with a reduce callback, which is supposed to be thread
safe and have no side effects. This means that the only thing it can
safely do is copy entries to the other temporary buffer.
In addition, careful checking reveals that the 'classical' solver
doesn't actually add springs, so reduce isn't needed there.
Differential Revision: https://developer.blender.org/D9632
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The roll value may not be as expected when a matrix is not orthogonal
or has a negative determinant.
This can lead to confusion as seen in T82930.
Therefore, make it clear that this is a limitation and that a value for
the roll is somewhat indeterminable in these cases.
This fixes T82930
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If the material has the holdout enabled, the value of the vertex color must not be used.
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In `calc_curve_deform` a factor is calculated without checking if
the divisior is zero or close to zero. This patch adds the missing
checks and sets the factor to zero if the division shouldn't be
computed.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9645
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Blender uses 64bit atomics to manipulate SessionUUID, and these atomics
were not defined on any of 32bit platforms.
While official support is limited to 64bit platforms only, the code
should not make assumptions about bitness or endianess, in terms that
there should be codepaths and fallback (or provision of them) for 32bit
platforms.
This change makes 64bit atomic functions defined for all platforms.
The atomic_test was compiled and successfully tested on i686 and armv7l
platforms. The rest of compilation process of Blender will be very
tedious, so that was not done.
This change is essential, but not necessarily enough to make Blender
compilable on i686 (ability to compile Blender on 32bit platforms was
lost during the 2.91 development).
This is a functional part of original fix done by Brecht in D9577.
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There is a special defines block needed for ARM on Linux. Move it from
public header to an implementation file.
No functional changes.
This is a non-functional part of original fix done by Brecht in D9577.
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The formula did not change. The only side effect of this change should be
that the compositor node now does not divide by zero in some cases.
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The logic was duplicated.
Should be no functional changes. The modified function is expected
to give same exact results for all inputs.
On the "caching last-used track" topic. The code was using last_marker
to allow faster lookup of marker closest to the frame. With this
change it is still the case since the BKE_tracking_marker_get() does
cache last used marker.
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Selecting an object by clicking on its instances only worked,
when the object itself is visible. However, it is possible to hide
the object and still keep the instances visible.
The solution is to give every object the correct `select_id` in the
depsgraph object iterator right before rendering.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D9640
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This change will use the image engine to draw the backdrop of the compositor. With this patch the alpha blending will be done in Linear Scene Reference space and shows pure emissive colors.
See differential for an example image.
**Technical changes**
As only the backdrop drawing is done using the draw manager there are some technical changes.
1. The overlay buffer is partly drawn outside the draw manager. When drawing the backdrop image the overlay buffer needs to be masked to simulate premultiplied alpha under.
2. The backdrop of the node editor is done in region pixel space. A `DRWView` is constructed with this space.
3. UDIM textures uses world position to generate the UV coordinates. This has been implemented more strict by the `IMAGE_DRAW_FLAG_USE_WORLD_POS`. When the flag isn't used the local coordinates are used to generate the UV coordinates what is image space.
4. The draw manager now checks the actual `eSpaceType` of the space data to use different code paths. In the future the movie clip editor will be added.
NOTE: The preview images in nodes are drawn in display space and cannot show pure emissive colors. As preview images are used on more locations it is best to fix this in a separate patch.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9451
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The spikes were caused by non-initialized tangent matrix used during
smoothing process. The reason tangent matrix was not initialized was
because wrong usage of API: n-gons should pass corner of 0 to the
matrix construction function.
Corrected usage of the API and added assert() to help catching such
kind of non-initialized issues easier.
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