Age | Commit message (Collapse) | Author |
|
|
|
|
|
From the 3DView code has basically no knowledge of collection hierarchy,
so we can either not remap any local usage of linked objects that are
being overridden, or remap them in all their local collections.
The second behavior makes most sense in the vast majority of cases.
Note that this was only an issue when directly linking and overriding
objects, not when doing so through collections.
|
|
|
|
Otherwise, these vectors are never cleared, leading to crashes
down the line.
|
|
This makes it easy to set breakpoints where false is returned.
|
|
|
|
Checks for 'invalid' selected IDs that need to be skipped were
incomplete, and one was missing the actual return statement.
|
|
The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
benefit from it.
A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.
This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.
To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.
No user visible changes are expected.
Differential Revision: https://developer.blender.org/D15491
|
|
This checks for the availability of `gl_BaseInstanceARB` or equivalent.
Disabling for any workaround that disables shader_image_load_store_support
as a preventive measure.
|
|
|
|
The case when the query uv is almost on an edge but outside of any
triangle was handled before. Now the case where the query uv is
almost on an edge but inside more than one triangle is handled as well.
|
|
I want to add support for PBR materials extension to OBJ, but the way
current I/O code syntax handling was done made it quite cumbersome
to extend the number of MTL textures/parameters.
Simplify all that by removing FormatHandler template on "syntax"
that gets routed through keyword enums, and instead just have
simple `write_obj_*` and `write_mtl_*` functions.
Simplify MTLMaterial to not contain a map of textures (that is always
fully filled with all possible textures), instead now there's
a simple array. Rename `tex_map_XX` to `MTLTexMap`.
All this does not affect behavior or performance, but it does result
in 170 fewer lines of code, and saves a couple kilobytes of executable
size.
|
|
|
|
Add new features for upcoming Blender 3.3 and also missing 3.2 notes, which were not merged to master.
|
|
Early returns in error cases missed calling ReleaseStgMedium for
getDropDataAsFilenames, getDropDataAsString & getDropDataAsString.
|
|
|
|
While missing the break before a default that only breaks isn't
an error, it means adding new cases needs to remember to add the
break for an existing case, changing the default case will also
result in an unintended fall-through.
Also avoid `default:;` and add an explicit break.
|
|
|
|
When 'm_render_target' was NULL, backbuffer_res would be used without
being assigned. While it seems likely this code-path is rarely used
(if at all), resolve the logical error.
|
|
Quiets compiler warning.
|
|
Introduced in [0], checking the logic here, there seems to be no reason
a press event should ever run release logic, relocate break statement.
In practice this was unlikely to cause problems as peeking into press
events would need to fail, peeking into release would need to succeed.
Even so, better avoid accidental fall through in switch statements.
[0]: 6f158f834dcfa638639391f37afcb2ca8457cb45
|
|
|
|
|
|
When building without thumbnails some variables weren't used,
reduce their scope as well as the BlPath sub-string.
|
|
While harmless it wasn't clear if other bits might be set but ignored,
assign the value instead.
|
|
|
|
Also use more descriptive/conventional variable names.
|
|
|
|
|
|
The property registration was missing in the operator, now fixed.
|
|
Line art now uses global index for vertices but needs to have
local index in order to do correct weight transfer.
|
|
This patch is a response to T92588 and is implemented
as a Function/Shader node.
This node has support for Float, Vector and Color data types.
For Vector it supports uniform and non-uniform mixing.
For Color it now has the option to remove factor clamping.
It replaces the Mix RGB for Shader and Geometry node trees.
As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.
Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht
Maniphest Tasks: T92588
Differential Revision: https://developer.blender.org/D13749
|
|
The radius attribute is aleady added in `pointcloud_random`.
|
|
|
|
This can be done more intuitively with a "copy parameters" function
like `curves_copy_parameters` or `BKE_mesh_copy_parameters` anyway.
|
|
When creating a curves data-block, one is expected to set the new
position values. We can slightly improve performance by avoiding
doing that redundantly.
Similar to cccc6d6905be7ac32cb.
|
|
The "write_only" (i.e. no reading) API function expects the caller to
set values for all new attribute elements, so using calloc or setting
the default value first is redundant. In theory this can improve
performance by avoiding an extra pass over the array. I observed a
6% improvement in a basic test with the mesh to points node:
from 47.9ms to 45ms on average.
See 25237d2625078c6d for more info.
Similar to cccc6d6905be7ac.
|
|
In all these cases, it was clear that the layer values were set right
after the layer was created anyway. So there's no point in using
calloc or setting the values to zero first.
See 25237d2625078c6d for more info.
|
|
|
|
If a "rest_position" attribute already existed, potentiall with another
type, the next name "rest_position.001" would be used, which might
even conflict with a name on another domain. Use the C++ attribute
API instead, which has more standard/predictable behavior.
|
|
|
|
|
|
This is for completion and to be used by the new draw manager.
|
|
This avoid having to cast when using it in `.cc` and `.hh` files.
|
|
This also makes it mandatory, but reduced length for release.
|
|
This allows the render engine to expect non-overlapping resources in the
generated create info.
Textures are indexed from 0 and up.
Nodetree ubo is bound to slot 0.
Uniform attributes ubo is bound to slot 1.
|
|
This is used to populate indirect draw commands in the draw manager.
|
|
This is not expected to be fast. This is only for inspecting the content
of the buffer for debugging or validation purpose.
|
|
When allocating new `CustomData` layers, often we do redundant
initialization of arrays. For example, it's common that values are
allocated, set to their default value, and then set to some other
value. This is wasteful, and it negates the benefits of optimizations
to the allocator like D15082. There are two reasons for this. The
first is array-of-structs storage that makes it annoying to initialize
values manually, and the second is confusing options in the Custom Data
API. This patch addresses the latter.
The `CustomData` "alloc type" options are rearranged. Now, besides
the options that use existing layers, there are two remaining:
* `CD_SET_DEFAULT` sets the default value.
* Usually zeroes, but for colors this is white (how it was before).
* Should be used when you add the layer but don't set all values.
* `CD_CONSTRUCT` refers to the "default construct" C++ term.
* Only necessary or defined for non-trivial types like vertex groups.
* Doesn't do anything for trivial types like `int` or `float3`.
* Should be used every other time, when all values will be set.
The attribute API's `AttributeInit` types are updated as well.
To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and
`CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional
changes yet. Follow-up commits will change to avoid initializing
new layers where the correctness is clear.
Differential Revision: https://developer.blender.org/D15617
|