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2021-06-13Cleanup: redundant initializationCampbell Barton
These were limited to obvious cases. Some less obvious cases were kept as refactoring might make them necessary in future.
2021-06-13Cleanup: use ATTR_RETURNS_NONNULL function attributeCampbell Barton
2021-06-13Cleanup: use return arg prefix for ED_object_add_generic_get_optsCampbell Barton
2021-06-13Cleanup: avoid the possibility of 'enter_editmode' being left unsetCampbell Barton
While in practice this isn't an issue currently, always set 'enter_editmode' in ED_object_add_generic_get_opts to avoid problems in the future.
2021-06-13Cleanup: misleading return argument for hair_create_input_meshCampbell Barton
- The argument with named with an `r_` prefix when it was in fact also read from. - The argument passed in had to be 'psys->clmd->hairdata', if it was not - the function would not worked.
2021-06-13Cleanup: remove redundant NULL check, reduce scopeCampbell Barton
2021-06-13Cleanup: missing includeCampbell Barton
2021-06-13Fix modifier deform by armature check ignoring virtual modifiersCampbell Barton
Regression in f00cb93dbec7bf5dc05302c868f20fcd5aed7db7 (fix for T63125)
2021-06-12Fix missing directory in CMakeLists.txtGermano Cavalcante
2021-06-12Fix T88515: Cycles does not update light transform from linked collectionsKévin Dietrich
When moving a linked collection, we seem to only receive a depsgraph update for an empty object so the Blender synchronization cannot discriminate it and tag the object(s) (light or geometry) for an update through id_map.set_recalc. This missing transform update only affects lights since we do not check manually if the transformations were modified like we do for objects. To fix this, add a check to see if the transformation is different provided that a light was already created. Reviewed By: brecht Maniphest Tasks: T88515 Differential Revision: https://developer.blender.org/D11574
2021-06-12Fix T88812: Child Windows on Vertical MonitorsHarley Acheson
This patch improves the positioning of child windows when on monitors that are arranged vertically (any above any other). When calculating a window position in Ghost coordinates from GL coordinates we were using monitor height, which can give incorrect values when desktop is taller than any single monitor. So use desktop height instead. See D10637 for more details and examples. Differential Revision: https://developer.blender.org/D10637 Reviewed by Brecht Van Lommel
2021-06-11Render Window as Non-Child on Win32 platformHarley Acheson
This patch makes the "Render" window a top-level window, not a child of the main window, which was the case in blender versions prior to 2.93. This means it is no longer "on top", nor is the icon grouped on the taskbar in the same way, but you can Alt-Tab between it and the main window. This change only affects the Windows platform as the other platforms behave this way. See D11576 for links to negative feedback that prompts this change. Differential Revision: https://developer.blender.org/D11576 Reviewed by Brecht Van Lommel
2021-06-11Overlays: Make flash on mode transfer an operator propertyPablo Dobarro
This moves the flash on mode transfer effect option from the overlays to an operator property of the mode transfer operator. - This effect is intended to show the target object when no overlays or a minimal set of overlays is enabled. Making it part of the whole set of overlays invalidates this use case. - The effect is not intended to be configurable per viewport, it should be a global option. The effect is still implemented using the overlay engine (instead of a draw modal callback) due to performance and drawing artifacts. Having it implemented as an overlay with runtime timer data in the objects makes also possible to run multiple animations at the same time without any visual glitches. Reviewed By: campbellbarton, JulienKaspar Differential Revision: https://developer.blender.org/D11519
2021-06-11Add option to link assets on drag & dropJulian Eisel
Note: Linking in this case as in link vs. append. Easily confused with linking a data-block to multiple usages (e.g. single material used by multiple objects). Adds a drop-down to the Asset Browser header to choose between Link and Append. This is probably gonna be a temporary place, T54642 shows where this could be placed eventually. Linking support is crucial for usage of the asset browser in production environments. It just wasn't enabled yet because a) the asset project currently focuses on single user, not production assets, and b) because there were many unkowns still for the workflow that have big impact on production use as well. With the recently held asset workshop I'm more confident with enabling linking, as design ideas relevant to production use were confirmed. Differential Revision: https://developer.blender.org/D11536 Reviewed by: Bastien Montagne
2021-06-11Fix object assets getting duplicated after droppingJulian Eisel
The operator run when dropping objects would duplicate the dropped object and place that in the scene, even though that was just appended. Addressed by making the duplication optional for the operator. If the duplication is not requested, the object is just added to the scene (if needed), repositioned based on the drop location and selected (deselecting other objects). This makes the operator work as expected when using it to drop assets. Reviewed as part of https://developer.blender.org/D11536. Reviewed by: Bastien Montagne
2021-06-11Fix T89001: node search not working anymoreJacques Lucke
2021-06-11Fix T89033: segfault reordering animation channelsMaxime Casas
Fix segmentation fault that can occur when reordering animation channels. Under some specific conditions, the list "act->curves" is empty in the "join_groups_action_temp" function. In particular, this happens when a scene contains an action that has not been pushed down, and with no keyframe in it. Reviewed By: sybren Differential Revision: https://developer.blender.org/D11569
2021-06-11Nodes: cache socket identifier to index mappingJacques Lucke
While this preprocessing does take some time upfront, it avoids longer lookup later on, especially as nodes get more sockets. It's probably possible to make this more efficient in some cases but this is good enough for now.
2021-06-11Performance: Use parallel range for ImBuf scanline processor.Jeroen Bakker
Scanline processor did its own heurestic what didn't scale well when having a multiple cores. In stead of using our own code this patch will leave it to TBB to determine how to split the scanlines over the available threads. Performance of the IMB_transform before this change was 0.002123s, with this change 0.001601s. This change increases performance in other areas as well including color management conversions. Reviewed By: zeddb Differential Revision: https://developer.blender.org/D11578
2021-06-11Sequencer: Do not redraw during playback.Jeroen Bakker
When using large sequences including audio the drawing of the audio on top of the strip takes a lot of time. This effects the playback performance heavily. During the animation playback performance there was a solution for this by only drawing the playhead overlay. This was reverted for the sequence editor as it didn't update the color strips when they were animated. This patch checks if there are animated color strips if so the full screen is redrawn, otherwise only the playhead is redrawn. Reviewed By: ISS Differential Revision: https://developer.blender.org/D11580
2021-06-11Refactor: use 'BLI_task_parallel_range' in Draw CacheGermano Cavalcante
One drawback to trying to predict the number of threads that will be used in the `task_graph` is that we are only sure of the number when the threads are running. Using `BLI_task_parallel_range` allows the driver to choose the best thread distribution through `parallel_reduce`. The benefit is most evident on hardware with fewer cores. This is the result on an 4-core laptop: ||before:|after: |---|---|---| |large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS ||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms) Differential Revision: https://developer.blender.org/D11558
2021-06-11Refactor: Draw Cache: use 'BLI_task_parallel_range'Germano Cavalcante
This is an adaptation of {D11488}. A disadvantage of manually setting the iter ranges per thread is that we don't know how many threads are running in the background and so we don't know how to best distribute the ranges. To solve this limitation we can use `parallel_reduce` and thus let the driver choose the best distribution of ranges among the threads. This proved to be especially beneficial for computers with few cores. **Benchmarking:** Here's the result on an 4-core laptop: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS ||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms) Here's the result on an 8-core PC: ||master:|PATCH: |---|---|---| |large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS ||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms) |large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS ||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms) |looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS ||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms) |subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS ||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms) ||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms) |subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS ||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms) |subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS ||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms) **Notes:** - The improvement can only be noticed if all extracts are multithreaded. - This patch touches different areas of the code, so it can be split into another patch if the idea is accepted. These screenshots show how threads behave in a quadcore: Master: {F10164664} Patch: {F10164666} Differential Revision: https://developer.blender.org/D11558
2021-06-11Nodes: add utilities to check if there are undefined nodes/socketsJacques Lucke
2021-06-11Fix: VSE search in mpegts files would failSebastian Parborg
ffmpeg_generic_seek_workaround did work properly and our start pts calculation was wrong. Reviewed By: Richard Antalik Differential Revision: http://developer.blender.org/D11562
2021-06-11Fix: VSE indexer seeking not working correctlySebastian Parborg
Because of the added sanity checks in rB14508ef100c9 (D11492), seeking in proxies would not work correctly any more. This is because it wasn't working as intended before, but in most cases this wouldn't be noticeable. However now when the sanity checks are tripped it is very noticeable that something is wrong The indexer tried to use dts values for time stamps when we used pts in our decode functions to get the time positions. This would make it start in the wrong GOP frames when searching. Now that we enforce no crossing of GOP frames when decoding after seek, this would lead to issues. Now we correctly use pts (or dts if pts is not available) and thus we don't have any seeking issues because of time stamp format missmatch. Reviewed By: Richard Antalik Differential Revision: http://developer.blender.org/D11561
2021-06-11Fix: VSE timecodes being used even when turned off.Sebastian Parborg
Reviewed By: Richard Antalik Differential Revision: http://developer.blender.org/D11567
2021-06-11LineArt: Fix crash due to empty duplicollection.YimingWu
2021-06-11Performance: Split ImBuf sampling.Jeroen Bakker
When sampling ImBuf can be a char or a float buffer. Current sampling functions added overhead by checking which kind of buffer was passed every pixel that was sampled. When performing image processing this check can be removed outside the inner loop adding 5% of performance increase in the `IMB_transform` operator.
2021-06-11Fix T88068: Alt+I now respects keying setXing Liu
Remap {key Alt I} from `anim.delete_key_v3d` to `anim.delete_key`. This makes it keyframe removal symmetrical with keyframe insertion ({key I}). Both the default keymap {key Alt I} and the Industry Compatible keymap {key Alt S} have been updated. Reviewed By: sybren, #animation_rigging Maniphest Tasks: T88068 Differential Revision: https://developer.blender.org/D11528
2021-06-11Sequencer: Transform ImBuf Processor.Jeroen Bakker
Inside the sequencer the cropping and transform of images/buffers were implemented locally. This reduced the optimizations that a compiler could do and added confusing code styles. This patch adds `IMB_transform` to reduce the confusion and increases compiler optimizations as more code can be inlined and we can keep track of indices inside the inner loop. This increases end-user performance by 30% when playing back aa video in VSE. Reviewed By: ISS, zeddb Differential Revision: https://developer.blender.org/D11549
2021-06-11Cleanup: use sentences for pose slide commentsCampbell Barton
2021-06-11Cleanup: pose slider rename region to region_headerChristoph Lendenfeld
Reviewed By: sybren, campbellbarton Ref D11365
2021-06-11Cleanup: pose slider use enum typesChristoph Lendenfeld
use enum types in `tPoseSlideOp` instead of `short` Reviewed By: sybren, campbellbarton Ref D11364
2021-06-11Cleanup: pose slider use strncpyChristoph Lendenfeld
use `STRNCPY` instead of `BLI_strncpy` Reviewed By: sybren, campbellbarton Ref D11363
2021-06-11Cleanup: pose slider data typesChristoph Lendenfeld
- change vec2f to float[2] - pass rctf as pointer - change `const struct rctf` to `const rctf`
2021-06-11Cleanup: pose slider rename "percentage" to "factor"Christoph Lendenfeld
This patch changes occurrences of percentage to factor. There are some usages of percentage left in there on purpose. They are distinguished as follows: - factor is 0-1 float - percentage is 0-100 int Ref D11361 Reviewed by: sybren, campbellbarton
2021-06-11Nodes: move mix rgb node to C++Charlie Jolly
Prepare node for conversion to Geometry Nodes. There should be no functional changes. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11506
2021-06-11UI: Correct label naming mistake for VSE text strip box backgroundAaron Carlisle
Seems to be a copy/paste error from rB235c309e5f86e84fb08e1ff2c5c11eb0b775c388
2021-06-10deps/windows: add missing tbbmalloc_debug.libRay Molenkamp
This file is being linked by blender without it existing causing issues for debug builds.
2021-06-10Fix T86544: better cleanup of path given as command line argument.Bastien Montagne
When using non-default system separator in filename path, code would end up with an absolute path mixing regular and alternative separator, confusing the rest of the path manipulations later on. So this commit add proper replacements of alternative separators, and path normalization.
2021-06-10Cleanup: BLI_path_slash_native: use separator defines instead of literal values.Bastien Montagne
Even though this function is alredy using system-specific code, it's still cleaner to use `SEP` and `ALTSEP` here.
2021-06-10Fix T88578: crash when loading value from group output nodeJacques Lucke
It remembered the wrong origin socket and couldn't find the value anymore later on.
2021-06-10Geometry Nodes: Add Texture and Material options to switch nodeEitan
These new socket types can be supported in the switch node along with the others. Differential Revision: https://developer.blender.org/D11560
2021-06-10BLI_mempool: split thread-safe iteration into the private APICampbell Barton
Splitting out thread safe iteration logic means regular iteration isn't checking for the thread-safe pointer each step. This gives a small but measurable overall performance gain of 2-3% when redrawing a high-poly mesh. Ref D11564 Reviewed By: mont29
2021-06-10Fix: Build error with MSVCRay Molenkamp
rB4f81b4b4ce29 mistakenly left out the changes to platform_win32.cmake causing a linker error when WITH_GMP and WITH_TBB_MALLOC_PROXY were on.
2021-06-10Docs: remove deprecated parameter from bmesh docsCampbell Barton
The perimeter itself was removed but the documentation wasn't updated. Resolves T89013
2021-06-10Cleanup: move endian values from BKE_global into BLI_endian_definesCampbell Barton
This change was prompted by D6408 which moves thumbnail extraction into a shared function that happens use these endian defines but only links blenlib. There is no need for these defines to be associated with globals so move into their own header.
2021-06-10Cleanup: add commentJacques Lucke
2021-06-10Add unit for time stored in secondsSergey Sharybin
Allows to define properties which will have proper units displayed in the interface. The internal storage is expected to be seconds (which matches how other times are stored in Blender). Is not immediately used in Blender, but is required for the upcoming feature in Cycles X (D11526) The naming does not sound very exciting, but can't think of anything better either. For test it probably easiest to define FloatProperty with subdtype of TIME_ABSOLUTE. Differential Revision: https://developer.blender.org/D11532
2021-06-10DataTransfer: Fix vertices being wrongly added to vgroup.Bastien Montagne
Previously, a vertex from destination mesh would always be added to all transferred vgroup (with a 0.0 weight), even if none of its matching sources in source mesh belonged to the matching source vgroups. Now a destination vertex is only added to a given destination vgroup if at least one of its source vertices belong to the matching source vgroup. Issue found and initial investigation by @pls in D11524, thanks!