Age | Commit message (Collapse) | Author |
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This patch from Erik Abrahamsson uses a parallel_for to speed up
the case where the input is not manifold and the "hole_tolerant"
option is set.
In a test case on a 24 core (48 thread) machine, this sped up a
the boolean part on an object with 221k triangles from 12.06s to 0.46s.
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Fixes T88669
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Fixes T88485
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When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
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Before the FFmpeg commit: github.com/FFmpeg/FFmpeg/commit/1c0885334dda9ee8652e60c586fa2e3674056586
FFmpeg would use deprecated variables to calculate the video fps.
We don't use these deprecated variables anymore, so ensure that the
duration is correct in ffmpeg versions without this fix.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D11417
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We didn't initialize the scaled proxy frame properly.
This would lead to issues in ffmpeg 4.4 as they are more strict that the API is properly used.
Now we initialize the size and format of the frame.
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Based on the task T88006, there are a few simple changes
to make to improve the switch node:
- Change the label to "False" / "True" for clarity
- Change default to geometry, as it's the basic data container in
geometry nodes.
- Change node class to `NODE_CLASS_CONVERTOR`, which was an oversight
in the original patch.
I will add the new socket types (material and texture) in a separate commit.
Thanks to @EitanSomething for the original patch.
Differential Revision: https://developer.blender.org/D11165
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This was caused by unsafe sqrt calls.
Fixes T86578 white artifacts in EEVEE
Reviewed By: brecht, dfelinto
Differential Revision: https://developer.blender.org/D11428
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While we could make this node work for boolean inputs in the future,
currently it's really just designed to compare "float-like" inputs.
Many comparison modes don't even make sense for boolean inputs.
Therefore, the simplest fix for this bug is just to disable the
boolean attribute input modes for this node.
Differential Revision: https://developer.blender.org/D11427
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script.
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When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
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No real functional changes.
This is useful for benchmark cases when `cache->uv_cage` is passed but
has no buffers are requested.
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This node creates poly curve splines from mesh edges. A selection
attribute input allows only using some of the edges from the mesh.
The node builds cyclic splines from branchless groups of edges where
possible, but when there is a three-way intersection, the spline stops.
The node also transfers all attributes from the mesh to the resulting
control points. In the future we could add a way to limit that to a
subset of the attributes to improve performance.
The algorithm is from Animation Nodes, written by @OmarSquircleArt.
I added the ability to use a selection, attribute transferring, and
used different variable names, etc, but other than that the algorithm
is the same.
Differential Revision: https://developer.blender.org/D11265
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Not entirely sure why this was not an issue for 16.9
but TBB includes the Windows.h header which by default
will define min and max macro's
These collide with the stl versions in <algorithm>
This patch requests Windows.h not to define the
problematic macro's, resolving the conflict.
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Caused by {rB66923031e6f2}.
Code would process unselected sequences and skip selected, needs to be
the other way around.
Maniphest Tasks: T88635
Differential Revision: https://developer.blender.org/D11424
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Reported by studio (@andy), thanks.
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When using the operator `ui.copy_data_path_button(full_path=True)` ({key
ctrl shift Alt C} on hover) the copied path does not consider the
library origin. That means that when there is a name clash the data path
is not accurate and refers to the local item instead.
This patch adds the library (if the ID is linked) of the returned string
from RNA_path_full_ID_py.
bpy.data.objects["Cube", "//library.blend"] instead of
bpy.data.objects["Cube"]
note: parsing this happens in
pyrna_prop_collection_subscript_str_lib_pair_ptr
Maniphest Tasks: T88499
Differential Revision: https://developer.blender.org/D11412
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A utility that supports passing in actions as command line arguments for
writing reproducible interactions, benchmarking, profiling and testing.
Unlike regular scripts this is able to control model operators usefully.
Typical ways of controlling Blender using this utility are via
operator id's, menu search and explicit events.
Others methods can be added as needed.
See the doc-string for example usage.
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This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.
Timings before: between 0.000069s and 0.000362s.
Timings after: between 0.000032s and 0.000092s.
Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.
Future improvements are possible by generating the index buffer
of hair directly on the GPU.
NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
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Added missing topbar in VSE.
Also added the Stabilizer options to Topbar for all modes.
Reviewed By: mendio, pepeland
Maniphest Tasks: T86465
Differential Revision: https://developer.blender.org/D11347
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We need to re-evaluate what needs to be resynced after each step of
processing overrides from a given 'indirect level' of libraries.
Otherwise, recusrive overrides (overrides of linked overrides) won't
work.
Note that this should not change too much in practice currently, since
there are other issues with recursive overrides yet.
Also, checks (CLOG errors) added show that some ID (node trees) seem to
be detected as needing resynced even after beig just resynced, this
needs further investigation still. Could be though that it is due to
limit currently set on nodetrees, those are always complicated
snowflakes to deal with...
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The problem is caused by the most recent ffmpeg version (4.4) which
needs channels to be set when submitting a frame for encoding.
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Oversight in {rB470f17f21c06}.
Hiding was only done for the first mesh, then the operator finished (in
case of UV_SYNC_SELECTION).
Now just continue to the next.
Maniphest Tasks: T88625
Differential Revision: https://developer.blender.org/D11413
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Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.
This reverts commit 5c4d24e1fd752a8a89d44d05e8e3f9b31f2d7db0.
Ref T88368, D10084
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This allows choosing material and texture sockets for the group input
node in the modifier. Note that currently grease pencil materials are
displayed in the list, even though grease pencil data is not supported
yet by geometry nodes. That is more complicated to fix in this case,
since we use IDProperties to store the dynamic exposed inputs.
Differential Revision: https://developer.blender.org/D11393
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We need a pointer to this in DNA, which means it cannot be a class.
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blender-laucher.c was not an ideal name for this file
since it's not directly clear it is windows only.
This change renames it to blender_launcher_win32.c
to be more in line with other win32 specific files
we have.
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This patch adds relatively small changes to the curve draw
cache implementation in order to draw the curve data in the
viewport. The dependency graph iterator is also modified
so that it iterates over the curve geometry component, which
is presented to users as `Curve` data with a pointer to the
`CurveEval`
The idea with the spline data type in geometry nodes is that
curve data itself is only the control points, and any evaluated
data with faces is a mesh. That is mostly expected elsewhere in
Blender anyway. This means it's only necessary to implement
wire edge drawing of `CurveEval` data.
Adding a `CurveEval` pointer to `Curve` is in line with changes
I'd like to make in the future like using `CurveEval` in more places
such as edit mode.
An alternate solution involves converting the curve wire data
to a mesh, however, that requires copying all of the data, and
since avoiding it is rather simple and is in-line with future plans
anyway, I think doing it this way is better.
Differential Revision: https://developer.blender.org/D11351
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The point separate node should create a point cloud from control points
in this case, but for now disable the node on curves to avoid the crash.
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It wasn't obvious this function cleared the tag as well.
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