Age | Commit message (Collapse) | Author |
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These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
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Using varargs had the disadvantages, replace with a macro which has
some advantages.
- Arguments are type checked.
- Less verbose.
- Unintended NULL arguments would silently terminate joining paths.
- Passing in a NULL argument warns with GCC.
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BKE_sculpt_mask_layers_ensure now takes a depsgraph argument and
will evaluate the depsgraph if a multires mask layer is added.
This is necassary to update the multires runtime data so that
pbvh knows it has a grids mask layer.
Also added code to update pbvh->gridkey.
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When a scene copy is called, all viewlayers are ensured before they are
copied. In case of multiple viewlayers, a viewlayer can be out of sync.
This triggers an assert in the BKE_view_layer_copy_data.
Reviewed By: mont29
Maniphest Tasks: T101394
Differential Revision: https://developer.blender.org/D16214
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This was a floating point precision issue - or, to be more precise,
an issue with how Cycles split floats into the integer and fractional
parts for Perlin noise.
For coordinates below -2^24, the integer could be wrong, leading to
the fractional part being outside of 0-1 range, which breaks all sorts
of other things. 2^24 sounds like a lot, but due to how the detail
octaves work, it's not that hard to reach when combined with a large
scale.
Since this code is originally based on OSL, I checked if they changed
it in the meantime, and sure enough, there's a fix for it:
https://github.com/OpenImageIO/oiio/commit/5c9dc68391e9
So, this basically just ports over that change to Cycles.
The original code mentions being faster, but as pointed out in the
linked commit, the performance impact is actually irrelevant.
I also checked in a simple scene with eight Noise textures at
detail 15 (with >90% of render time being spent on the noise), and
the render time went from 13.06sec to 13.05sec. So, yeah, no issue.
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Problem here was that layer_collection_objects_sync wasn't called when
the holdout property is updated due to frame change, so the changed
visibility flag was never applied to ob->base_flag.
Turns out there's no real reason to handle the per-object holdout
property through the layer system. So, instead of merging both the
layer holdout and object holdout into base_flag and checking that
from the render engines, only handle the layer holdout (which can't
be animated, so no issue here) through base_flag and explicitly also
check the object holdout in the render engines.
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PBVH_FACES and PBVH_GRIDS do not store faces directly in nodes;
instead they store 'primitives', which are tesselation triangles
for PBVH_FACES and grids (which are per-loop) for PBVH_GRIDS.
Primitives from the same face could sometimes end up in different
PBVH nodes. This is now prevented in two ways:
* All primitives of the same face are given the same boundary
during PBVH build. This prevents them from being swapped
away from each other during partitioning.
* build_sub adjusts the final partition midpoint to fall
between primitives of different faces.
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Turns out PBVH drawing and normal mesh batches are not mutually
exclusive inside the draw cache; there are edge cases with modifiers
and instancing where you need both, and forcing one or the other
inside this function leads to memory corruption.
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Missed actually using the variables from 6f190c669f3001f73e9.
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The multi-input indices have to be copied, and updated after
pasting in case all original connected nodes weren't copied.
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Missing from recent commit to change the default in a6db2c2.
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There were quite a few issues here:
* Bad usage of nagic number leading to confusing code
* Forgetting to take into accoun final `NULL` char
* RNA code thinkin `bl_idname` is python version, when it is actually
BL/C version.
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tmp
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The breadcrumb of tree path in node editor is displayed on the top of the editor.
Reviewed by: PratikPB2123
Diff: https://developer.blender.org/D14994
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Resolve by setting no_muted_links() on Factor sockets.
Same issue as T101613
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D16153
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Test kernel will now test functionalities related to kernel execution
with USM memory allocations instead of with SYCL buffers and accessors
as these aren't currently used in the backend.
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- Include libxkbcommon headers: needed for building Blender with Wayland.
- Remove Wayland libraries (now wayland is built locally).
- Split up packages into two lists, one for building libs,
another for building Blender - since it's useful to be able to build
Blender, testing the libs work as expected.
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Some don't seem to be needed anymore, noted these in comments too.
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This removes the dependency on wayland-devel, with some potential
for errors caused from using two different versions.
Note that the generated files are currently unchanged.
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Use an app_id that matches the naming for the `.desktop`
file distributed with Blender.
Follow up to T101779.
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Make the logic for converting NDOF Z-motion to a scale value more
straightforward. Flipping the Z axis was scaling by negative-time,
now the entire pan vector is scaled by time and the zoom value is
calculated as `scale = 1 - (z * time)` instead of `1 + (z * -time)`.
Although they're equivalent, confusion here caused T100953.
Also clamp the scale (while unlikely, negative scale wasn't prevented).
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Error in 9088a1f4764f371f7.
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- Remove unused include
- Avoid repeating blender:: namespace
- Remove timer left in by mistake in previous commit
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On a Ryzen 3700x I observed a 4ms improvement (from 5ms to 1ms)
on every redraw when sculpting with 88000 curves.
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Allows using BLI_task.hh to write multithreaded code.
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This operator (Alt + D) allows users to explicitly create a linked copy
of a group node (same current behaviour for the Duplicate operator).
The duplicate operator (Shift + D) now takes the new User Preference
duplicate data option for Node Tree into account. It is by default
disabled, leading to no functional change for users.
Although we could make in the future make this option "on" by default,
to make it consistent with the rest of Blender we do not at the time.
Differential Revision: https://developer.blender.org/D16210
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From T101799:
Currently, the count indicator background and color are hardcoded to
black and white in an attempt to maximize contrast, at the expense of
being too prominent even when not needed.
Changing the background color to match the row (or any other element)
background, would make it look like the data-block icon is masked
out, improving readability while not standing out too much.
The circle background color should not have transparency, as it does
now. And the text inside should match the color of the text used for the
parent element (instead of hardcoded white). This should make it look
good in any theme.
---
Before:
{F13674265, size=full}
After:
{F13674269, size=full}
Differential Revision: https://developer.blender.org/D16246
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In some situations, layers were filled with their default value
when converting from Mesh to BMesh (entering edit mode, for example).
This was caused by the recently added "copy mesh to bmesh" or "merge
mesh to bmesh" custom data functions creating a difference custom
data format than was used for the copying functions used later.
`CustomData_to_bmesh_block` is not robust enough to handle simple
differences in layout between the layout of the source and result
CustomData layers, because it relies on the order of the types and
the number of layers within each type.
As a fix, make the "mesh to bmesh" special case more explicit in
the conversion functions. This makes the difference in the API
smaller, which is a nice improvement anwyay.
Fixes T101796
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Error in c67e5628d22f8348492 which mistook clearing
the pointer for clearing the values in the struct.
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ref. T101403
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Currently, the scale node always changes the interpolation of its result
to bilinear. This was done because the scale node does not have an
interpolation option, unlike the Transform node, so a default of
bilinear was assumed. This turned out to be problematic, because in the
pixelation use cases, a nearest interpolation is typically preferred by
the user.
This patch changes the default interpolation of input nodes to bilinear,
makes the scale node keep the interpolation of the input it receives,
and makes the pixelate node changes the interpolation to nearest. In
effect, for non-pixelation use cases, the default bilinear interpolation
will be used, and for pixelation use cases, the nearest interpolation
will be used unless explicitly specified using a node that sets the
interpolation.
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Need to initialize the mask drawing overlays when the new space
is created. Otherwise the new space is configured in a way that
the splines are not visible and overlay opacity is 0.
This change fixes the new masking files created. The currently
saved ones need a manual tweak.
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The error message when trying to apply a constructive modifier on a curve
object was wrong, "transform" makes no sense in this context.
Thanks Philipp for pointing it out!
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Affects paint.add_simple_uvs
No user visible changes.
Differential Revision: https://developer.blender.org/D16231
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This change removes CMake code for automatic calculation of the number
of offline device compiler instances, to hand over control to developers
instead as it incurs a rather large memory usage with around 8GB per
instance at peak.
Use SYCL_OFFLINE_COMPILER_PARALLEL_JOBS CMake variable to configure it.
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Some unused parameters were left after changing the oneAPI device code
to be a direclty linked shared library.
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Even though this was intentionally removed in [0], loading data from
older startup files is supported. So show them when available.
[0]: 45439dfe4c05eabaa83d0c1b75463966b5ba896d
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Instead of allocating three separate ThreadMutex pointers,
just embed std::mutex into the struct directly.
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- Prefer bash over sh to so it's unambiguous which features can be used.
- Use array syntax to specify main package list, allowing to comment
why packages are required and making git-blame easier to track down
commits that add/remove packages.
- Add license header.
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This commit replaces the `Mesh_Runtime` struct embedded in `Mesh`
with `blender::bke::MeshRuntime`. This has quite a few benefits:
- It's possible to use C++ types like `std::mutex`, `Array`,
`BitVector`, etc. more easily
- Meshes saved in files are slightly smaller
- Copying and writing meshes is a bit more obvious without
clearing of runtime data, etc.
The first is by far the most important. It will allows us to avoid a
bunch of manual memory management boilerplate that is error-prone and
annoying. It should also simplify future CoW improvements for runtime
data.
This patch doesn't change anything besides changing `mesh.runtime.data`
to `mesh.runtime->data`. The cleanups above will happen separately.
Differential Revision: https://developer.blender.org/D16180
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The geometry nodes modifier can now be applied on point cloud objects.
This is basically a copy of the logic from 96bdd65e740e669ece
and 538da79c6d17a6e660a9.
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Regression in 93e4b15767cf958d5a07ba6acce25438f244bf22.
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