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2021-06-22Cleanup: rename playhead in the UI and codeCampbell Barton
Current convention is not to use this term, use "current frame", and "timeline frame" in render.c as this is the argument passed in.
2021-06-223D View: adjust order of planes for occlusion checkCampbell Barton
Move far plane last since it's the least likely to intersect edges.
2021-06-22OptiX: select BVH build options from Scene paramsKévin Dietrich
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
2021-06-22Fix bone select failing with end-points outside the viewCampbell Barton
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).
2021-06-22Cleanup: use early return for selection callbacksCampbell Barton
2021-06-22Cleanup: spellingCampbell Barton
2021-06-22Cleanup: comment use C comment-blocks for GHOST_Types.hCampbell Barton
Also use full sentences, and correct typos.
2021-06-22Cleanup: Use "size" instead of "points_len" in spline codeHans Goudey
Previously this was mostly consistent, but not completely. It's helpful to use the same name for the same meaning everywhere in this area.
2021-06-22Cleanup: Rename variables, use shorter namesHans Goudey
`src` and `dst` are perfectly clear, and avoid repeating unecessary characters when writing the variables many times, allowing more space for everything else.
2021-06-22UI: Sequencer: add refresh_all operator to all sequencer view menusAaron Carlisle
This commit piggybacks on rB3e695a27cdfad560d0b28e742cfa069d098200d6
2021-06-22CMake: Improve python version mismatch errorRay Molenkamp
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
2021-06-22Build/Windows: Preliminary VS 2022 support.Ray Molenkamp
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.
2021-06-22Refactor of Wintab to use Wintab supplied mouse movement once verified ↵Nicholas Rishel
against system input. Reviewed By: brecht, LazyDodo Maniphest Tasks: T88852 Differential Revision: https://developer.blender.org/D11508
2021-06-22Geometry Nodes: Use multithreading for the curve to mesh nodeHans Goudey
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.
2021-06-21Refactor: Do not keep a copy of depth buffer in RegionView3DGermano Cavalcante
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.
2021-06-21Fix T89291: Objects with rotation deltas don't rotate in correct axesGermano Cavalcante
Quaternion correction was not implemented and Euler values were being incorrectly combined.
2021-06-21Fix deadlocks in mesh modifier evaluation and particlesBrecht Van Lommel
The recent task isolation changes missed two mutex locks that also need task isolation. Ref D11603, T89194
2021-06-21GPencil: Disable Lights when duplicate layerAntonio Vazquez
Missing to disable default light ON when use separate operator.
2021-06-21Performance: Flush selection to edges/faces.Jeroen Bakker
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
2021-06-21Fix T89306: GPencil selection doesn't work correctly with modifiersAntonio Vazquez
The problem was introduced with Bezier modification because the selection code was using the original stroke and not the evaluated version.
2021-06-21Cleanup: improve naming in CompositorManuel Castilla
2021-06-21Cleanup: move function parameter to memberManuel Castilla
Get current pass only when needed.
2021-06-21Add a reason for why an Addon can not be loaded. This change gives a more ↵Gaia Clary
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
2021-06-21Fix T89122: crash when multi input is connected to multiple group inputsJacques Lucke
The early `return` was wrong when there are multiple origin sockets that need to be loaded.
2021-06-21Fix T89329: icosphere subdivisions can be set to 0Daniel Salazar
Differential Revision: https://developer.blender.org/D11658
2021-06-21Cleanup: use doxy sections in view3d iteratorsCampbell Barton
2021-06-21Cleanup: variable naming in view3d_iteratorsCampbell Barton
Consistently use a/b instead of 0/1.
2021-06-21Fix T32214: Wireframe edge select fails with verts behind the viewCampbell Barton
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.
2021-06-21Cleanup: pass objects as const argumentsCampbell Barton
2021-06-21Cleanup: swap top/bottom args to planes_from_projmatCampbell Barton
X & Z were ordered min/max, where as Y was max/min.
2021-06-21Fix T89271: Selecting all vertices doesn't select all edges.Jeroen Bakker
Mistake in recent commit {rBea4309925f1d2d2a224bd1dce12269a58ade9b62}.
2021-06-21Cleanup: Rename spline interpolation functionsHans Goudey
The names were slightly longer than they needed to be clear, and when they are shorter they tend to fit on one line better.
2021-06-21Geometry Nodes: Multithread curve resample nodeHans Goudey
Optimize the node for the case of many splines. In a test file with 14000 splines, the node is 3x faster (72ms to 24ms) on an 8 core CPU.
2021-06-21Cleanup: use early return in view3d iterator callbacksCampbell Barton
2021-06-21Docs: improve imbuf.write docstringCampbell Barton
The file path wasn't documented as being optional.
2021-06-21Delaunay add support for detecting and removing holes from output.Howard Trickey
Adds two new output modes to the CDT api which detect and remove holes. A hole is a face from which a ray shot to the outside intersects an even number of constraint edges, except we don't count constraint edges in the same connected region of faces, where a region is connected via non-constraint edges. These modes are useful for filling in outlines meant to represent text characters and the like. Original patch was from Erik Abrahamsson, modified by me to work with the "valid Bmesh" output type too. I also added tests for the new modes.
2021-06-21Fix T89310: Industry Compatible keymap not workingHans Goudey
Caused by improper testing on my part, assuming a helper function existed in the industry compatible keymap file, and also assuming it also used the N and T keys for the left and right side-regions.
2021-06-21Curves: Multithread Curve to CurveEval conversionHans Goudey
A different data structure / implementation is used for curves in the node tree currently. Converting from the DNA `Curve` structure to this wasn't slow, but it's nice to decrease overhead. In a test of 14000 splines with 128000 points, this halves the runtime from about 5ms to about 2.5ms.
2021-06-21Fix: Spreadsheet selection filter crash on non-mesh componentsHans Goudey
The spreadsheet filter tried to apply the mesh selection filter on non- mesh geometry components. Add a check for the component type, and also refactor the function to be more easily readable.
2021-06-20Fix T89302: Broken normals after mesh to curve nodeHans Goudey
The normals were broken because the normal calculation mode wasn't set. This patch adds a default normal mode so all code creating a spline does not necessarily have to set it manually. In the future there should be a way to change this value in the node tree.
2021-06-20Docs: improve poly_to_tri_count doc-stringCampbell Barton
It wasn't obvious this can be used for calculating the triangle index from the polygon and loop index.
2021-06-20Cleanup: remove contents of endif() in cmakeCampbell Barton
This convention is no longer used for Blender's CMake files.
2021-06-20Cleanup: use eSpace_Type enum typeCampbell Barton
2021-06-20Cleanup: make BKE_mesh_loops_to_tessdata a static functionCampbell Barton
2021-06-20Docs: add additional notes on tessellation, update commentsCampbell Barton
2021-06-20Mesh: minor optimization to concave quad check for tessellationCampbell Barton
Use the face normal (when available) for a faster concave quad test.
2021-06-20Mesh: optimize object mode face tessellationCampbell Barton
- Multi-thread BKE_mesh_recalc_looptri. - Add BKE_mesh_recalc_looptri_with_normals, this skips having to calculate normals for ngons. Exact performance depends on number of faces, size of ngons and available CPU cores. For high poly meshes the isolated improvement to BKE_mesh_recalc_looptri in my tests was between 6.7x .. 25.0x, with the largest gains seen in meshes containing ngons with many sides. The overall speedup for high poly meshes containing quads and triangles is only ~20% although ngon heavy meshes can be much faster.
2021-06-20Cleanup: clang-formatCampbell Barton
2021-06-19Cleanup: use doxy sectionsCampbell Barton
2021-06-19Cleanup: clang-tidyCampbell Barton