Age | Commit message (Collapse) | Author |
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Caused by {rBaa0ac0035a0d}.
Similar solution to {rBc0fdaf700a5}.
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When using non-uniform aspect ratio, strip outline is not aligned
correctly.
Apply pixel aspect ratio to image quad and origin.
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Currently, nodes with custom sockets do not get their internal links
populated. So operators like Delete And Reconnect don't work with such
nodes. This patch put custom sockets into consideration when computing
priorities for internal links such that sockets of the same idname get
connected. Additionally, the patch cleanup the function in the process
to avoid redundant code repetition.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13386
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Currently, custom sockets are no longer supported for automatic linking
when dropping a node on a link. This is because SOCK_CUSTOM is given a
negative priority and is ignored. To fix this, SOCK_CUSTOM is now given
the lowest priority and the rest of the sockets got their priority
incremented.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13403
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Use the translation API to lookup the string before formatting occurs.
Differential Revision: https://developer.blender.org/D13400
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Currently we have a separate `InstancesDataSource`, which does almost
exactly the same thing as `GeometryDataSource`, except that it hardcodes
a few more columns: "Name", "Rotation", and "Scale". We can easily
replace that with a couple of if statements in the geometry data source.
This also makes named attributes on instances display
in the spreadsheet.
Differential Revision: https://developer.blender.org/D13391
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Linux distributions are using newer TBB versions than official releases, and
TBB 2021 is an API breaking release.
In general we should avoid using TBB directly and go through the abstractions
in BLI_task.hh, though there is no abstraction for this.
For 3.0 the safe option is to just not cancel the task but instead early out
in the lambda function. Given the grain size of 2048 there should be no
significant performance difference.
Differential Revision: https://developer.blender.org/D13382
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This patch gets rid of the O(N^3) complexity
of calculate_vertices. Execution time of the node is
reduced from 250ms to 140ms with 500^3 vertices.
In the future edge calculations could be done manually
and reduce the execution time even further.
Differential Revision: https://developer.blender.org/D13207
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Parallelizes the loop that converts splines.
It gives around a 2x speedup on curves with over 1k splines.
Differential Revision: https://developer.blender.org/D13389
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Follow up to rBdcc500e5a265093bc9cc, rB92daff6ac2adb5bb,
rB61bd5882a20c6f3 and rB08264aaf82da8.
Sorry for the noise, this time should be good.
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Follow up to rBdcc500e5a265093bc9cc, rB92daff6ac2adb5bb and rB61bd5882a20c6f3.
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Follow up to rBdcc500e5a265093bc9cc and rB92daff6ac2adb5bb.
Also shortening a bit the macros names...
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The isect_line_sphere algorithm became very imprecise when the line and
the sphere were reasonably far away from the world origin.
This would lead to no intersections being reported even if there was a
guaranteed intersection (line crossing from inside the sphere to the
outside).
To fix this we now use the secant root finding method to get an
intersection point. This is much more stable and robust it seems.
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Differential Revision: https://developer.blender.org/D13384
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Follow up to rBdcc500e5a265093bc9cc.
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Linking is more relax than appending when it comes to instantiating
indirectly linked collections/objects.
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This assert was producing warning in debug builds because
it was never hit under some circumstances.
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This implements four optimizations in the Set Position node:
* Check whether the position input is the current position and ignore
it if it is. This results in a speedup when only the Offset input is used.
* Use multi-threading when copying to computed values to the
position attribute. All geometry types benefit from this.
* Use devirtualization for the offset and position input. This optimizes
the common case that they are either single values or computed
in the fly in a span.
* Write to `Mesh->mvert` directly instead of creating a temporary span.
This makes setting mesh vertex positions even more efficient.
In my simple benchmark I'm using a White Noise node to offset the
position of 1,000,000 vertices. The speed is `20 ms -> 4.5 ms` in the
multi-threaded case and `32 ms -> 22 ms` in the single-threaded case.
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This patch fixes an address space mismatch in the film convert kernels on Metal. The `film_get_pass_pixel_...` functions take a `ccl_private` result pointer, but the film convert kernels pass a `ccl_global` memory pointer. Specialising the pass-fetch functions with templates results in compilation errors on Visual Studio, so instead this patch just adds an intermediate local on Metal.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13350
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The default orientation of the mode was being indicated as overridden,
although the one of constraint was used.
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For some underlying data (e.g. spans) we had two virtual array
implementations. One for the mutable and one for the immutable
case. Now that most code does not deal with the virtual array
implementations directly anymore (since rBrBd4c868da9f97a),
we can get away with sharing one implementation for both cases.
This means that we have to do a `const_cast` in a few places, but
this is an implementation detail that does not leak into "user code"
(only when explicitly casting a `VArrayImpl` to a `VMutableArrayImpl`,
which should happen nowhere).
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This leads to division by zero in Freestyle's NoiseShader which also
crashes blender.
Not sure if we really need a do_version patch for old files, as an
alternative we could also force a positive number in the NoiseShader.
This patch does not do either, just force a positive range in RNA from
now on.
Maniphest Tasks: T89081
Differential Revision: https://developer.blender.org/D13332
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This broke with {rB20fac2eca723} (which landed in 2.63), so long
standing bug.
Convention for paint modes is:
- when no paint mask is active, `Frame Selected` will focus the last
stroke
- when paint mask is active, `Frame Selected` will focus the selected
mask faces
To check the right vert coords we have to offset with `mp->loopstart`.
Maniphest Tasks: T93130
Differential Revision: https://developer.blender.org/D13247
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Caused by {rBaf162658e127}, so long standing bug.
When changing clone slots (report involved a quite complicated sequence
of selecting textures and undo -- but I think this could happen in more
situations) code checks for UV of new clone slot.
However, since above commit the slot and the clone slot were mixed up,
so in this case the responsible NULL check (for when no UV is assigned)
wasnt working.
Now correct this (NULL check the clone slot uv -- instead of the paint
slot UV).
note: not sure why low level CustomData functions actually dont do the
name NULL checks themselves (seems like callers are always responsible).
Maniphest Tasks: T93117
Differential Revision: https://developer.blender.org/D13378
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Forgot to actually slice the span in rB6b5e1cfacab4c4605ec2d7bfef360389afe849be.
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Reproduce the logic we already do in C (BKE_blender_version_is_alpha)
and the CMake file.
Otherwise it can get out of sync if we add/rename the non-alpha release cycles.
No functional change.
Differential Revision: https://developer.blender.org/D13379
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This was crashing using the clone tool without a clone image assigned.
Caused by {rB9111ea78acf4}.
Since above commit, `BKE_image_acquire_ibuf` was using `ima->runtime`
without checking for NULL first.
Since callers are not required to check for this, just return early
here.
note: there is still a memory leak using the clone tool without a clone
image assigned (but this was also the case before said commit and needs
to be investigated separately).
Maniphest Tasks: T93380
Differential Revision: https://developer.blender.org/D13377
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This is far from a complete coverage, but should catch most of potential
issues when rewriting this code.
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Instead of drawing the mask layers in the sequence of their occurence, draw the active mask *always* on top.
Implementation:
- move drawing loop for splines to separate static function
- draw active mask last
Example: lowest layer is active, yet still drawn on top.
{F12140355}
This is part of an effort to make mask editing more intuitive & easy to use: https://developer.blender.org/T93097
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13372
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Previously, there was a fixed grain size for all multi-functions. That was
not sufficient because some functions could benefit a lot from smaller
grain sizes.
This refactors adds a new `MultiFunction::call_auto` method which has the
same effect as just calling `MultiFunction::call` but additionally figures
out how to execute the specific multi-function efficiently. It determines
a good grain size and decides whether the mask indices should be shifted
or not.
Most multi-function evaluations benefit from this, but medium sized work
loads (1000 - 50000 elements) benefit from it the most. Especially when
expensive multi-functions (e.g. noise) is involved. This is because for
smaller work loads, threading is rarely used and for larger work loads
threading worked fine before already.
With this patch, multi-functions can specify execution hints, that allow
the caller to execute it most efficiently. These execution hints still
have to be added to more functions.
Some performance measurements of a field evaluation involving noise and
math nodes, ordered by the number of elements being evaluated:
```
1,000,000: 133 ms -> 120 ms
100,000: 30 ms -> 18 ms
10,000: 20 ms -> 2.7 ms
1,000: 4 ms -> 0.5 ms
100: 0.5 ms -> 0.4 ms
```
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Affect and effect are too confusing for non-native english speakers
(like me). Also BAKING_MASK_MARGIN doesn't exist anymore in the code.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13361
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Under some circumstances that can lead to more than a 2x
performance increase, because math nodes can better optimize
for the case when the slice is a single value or span.
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Previously, `GVArray::ForSingle` would always allocate a copy of the passed
in value. Now it only does so when the value is too large or not trivial.
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To prepare for future changes {T92613}.
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Hair, pointcloud and simulation datablock types should be disabled in the
beta cycles already like other experimental features.
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Merge conflict: Makes sure master is still alpha, while 3.0 is rc.
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This is still a rolling release candidate with new builds every day
as a preparation to the final release.
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Caused by 6b0869039a40
Above commit introduced selection after renaming. This includes calling
`file_select_deselect_all` [which resorts and refilters].
So now, to have the correct file for scrolling, get it again after
sorting by calling `file_params_find_renamed` again.
Differential Revision: https://developer.blender.org/D13368
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A minor cosmetic fix. When the view was scrolled all the way to the
bottom, the lowest panel would end right on the view edge. The
scrollable view should get the same margin at the bottom as used at the
top.
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This corrects some alignments issues through new margins introduced in
93544b641bd6. Basic idea of this fix is to only add the new margins when
drawing a panel with background. These margins were added specifically
for the background boxes, so that makes sense.
Alternative fix to D13199.
This also fixes some margings added unintentionally in mentioned commit.
There is a little jump of the toolbar and the tabs in the Properties
when comparing the UI without this fix to 2.93:
{F12158085} {F12158039}
The jump is gone with this fix applied (compare to the 2.93 screenshot):
{F12158064}
While not a serious issue, this confirms that this fix actually tackles
the root of the issue.
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Don't use the side padding for menu item contents when displaying
previews or icons in a row or grid layout. This can cause problems for
the preview drawing and doesn't make sense to draw there anyway.
This not only fixes the mentioned issue, but also too small heighlight
for the collection color tag in the Outliner context menu.
Alternative to and similar to D13125.
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