Age | Commit message (Collapse) | Author |
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Currently only supports single image frames (no animation possible).
If quality slider is set to 100 then lossless compression will be used,
otherwise lossy compression is used.
Gives about 35% reduction of filesize save when re-saving splash screens with lossless
compression.
Also saves much faster, up to 15x faster than PNG with a better compression ratio as a plus.
Note, this is currently left disabled until we have WebP libs (see T95206)
For testing precompiled libs can be downloaded from Google:
https://storage.googleapis.com/downloads.webmproject.org/releases/webp/index.html
Differential Revision: https://developer.blender.org/D1598
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There are some filenames where the UDIM pattern guessing would fail
unnecessarily. The user can fix these up afterwards but it would be
nicer if they would detect properly in the first place.
Examples:
`test.1001.ver0023.png` would guess wrong since it uses the image
sequence detection code which finds the first sequence from the end. It
would guess `filename.1001.ver<UDIM>.png`
`uv-test.u1_v2.png` would fail detection due to a bug in the processing.
Make this much more reliable and add tests for the most important tile
related get/set/detection functions.
Differential Revision: https://developer.blender.org/D14320
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Also fixes missing code to read/write/free/copy color management settings
in various places. This can't be set through the UI currently, but still
should be handled consistently.
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This patch adds evaluation for NURBS, Bezier, and Catmull Rom
curves for the new `Curves` data-block. The main difference from
the code in `BKE_spline.hh` is that the functionality is not
encapsulated in classes. Instead, each function has arguments
for all of the information it needs. This makes the code more
reusable and removes a bunch of unnecessary complications
for keeping track of state.
NURBS and Bezier evaluation works the same way as existing code.
The Catmull Rom implementation is new, with the basis function
based on Cycles code. All three types have some basic tests.
For NURBS and Catmull Rom curves, evaluating positions is the
same as any generic attribute, so it's implemented by the generic
interpolation to evaluated points. Bezier curves are a bit special,
because the "handle" control points are stored in a separate attribute.
This patch doesn't include generic interpolation to evaluated points
for Bezier curves.
Ref T95942
Differential Revision: https://developer.blender.org/D14284
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So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
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Add the ability to move `CurvesGeometry` without copying its attributes
and data. The benefit is more intuitive management of the data-block
copying, and less overhead for copying in some cases. The "moved-from"
source is left in an empty but valid state. A test file is added to test
the move constructor.
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Passing on all platforms:
https://builder.blender.org/admin/#/builders/18/builds/329
Differential Revision: https://developer.blender.org/D13962
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This commit changes `CurveComponent` to store the new curve
type by adding conversions to and from `CurveEval` in most nodes.
This will temporarily make performance of curves in geometry nodes
much worse, but as functionality is implemented for the new type
and it is used in more places, performance will become better than
before.
We still use `CurveEval` for drawing curves, because the new `Curves`
data-block has no evaluated points yet. So the `Curve` ID is still
generated for rendering in the same way as before. It's also still
needed for drawing curve object edit mode overlays.
The old curve component isn't removed yet, because it is still used
to implement the conversions to and from `CurveEval`.
A few more attributes are added to make this possible:
- `nurbs_weight`: The weight for each control point on NURBS curves.
- `nurbs_order`: The order of the NURBS curve
- `knots_mode`: Necessary for conversion, not defined yet.
- `handle_type_{left/right}`: An 8 bit integer attribute.
Differential Revision: https://developer.blender.org/D14145
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This patch was tested on the build bots on all platforms.
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Also use SRC_ prefix for source variables so cmake_consistency_check.py
detects these files as being known to CMake.
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The general idea here is to wrap the `CurvesGeometry` DNA struct
with a C++ class that can do most of the heavy lifting for the curve
geometry. Using a C++ class allows easier ways to group methods, easier
const correctness, and code that's more readable and faster to write.
This way, it works much more like a version of `CurveEval` that uses
more efficient attribute storage.
This commit adds the structure of some yet-to-be-implemented code,
the largest thing being mutexes and vectors meant to hold lazily
calculated evaluated positions, tangents, and normals. That part might
change slightly, but it's helpful to be able to see the direction this
commit is aiming in. In particular, the inherently single-threaded
accumulated lengths and Bezier evaluated point offsets might be cached.
Ref T95355
Differential Revision: https://developer.blender.org/D14054
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This commit renames `mesh_validate.cc` to `mesh_calc_edges.cc`.
I would like to move `mesh_validate.c` to C++, but it makes sense to
keep this specific algorithm in a smaller file.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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This implements the update cache described in T95401.
The cache is currently only used for drawing strokes and
sculpting (using the push brush).
**Note: Making use of the cache throughout grease pencil will
have to be done incrementally in other patches. **
The update cache stores what elements have changed in the
original data-block since the last time the eval object
was updated. Additionally, the update cache can store multiple
updates to the data and minimizes the number of elements
that need to be copied.
Elements can be tagged using `BKE_gpencil_tag_full_update` and
`BKE_gpencil_tag_light_update`. A full update means that the element
itself will be copied but also all of the content inside. E.g. when a
layer is tagged for a full update, the layer, all the frames inside the
layer and all the strokes inside the frames will be copied.
A light update means that only the properties of the element are copied
without any of the content. E.g. if a layer is tagged with a light
update, it will copy the layer name, opacity, transform, etc.
When the update cache is in use (e.g. elements have been tagged) then
the depsgraph will not trigger a copy-on-write, but an update-on-write.
This means that the update cache will be used to determine what elements
have changed and then only those elements will be copied over to the
eval object.
If the update cache is empty or the data block was tagged with a full
update, we always fall back to a copy-on-write.
Currently, the update cache is only used by the active depsgraph. This
is because we need to free the update cache after an update-on-write so
it's reset and we need to make sure it is not freed or read by other
depsgraphs.
Co-authored-by: @yann-lty
This patch was contributed by The SPA Studios.
Reviewed By: sergey, antoniov, #dependency_graph, pepeland, mendio
Maniphest Tasks: T95401
Differential Revision: https://developer.blender.org/D13984
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Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".
This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.
The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.
Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
since that is also used by the old hair particle system.
Differential Revision: https://developer.blender.org/D14007
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This will allow to keep the access to deprecated DNA proxy data in that
specific file, instead of allowing deprecated accesses in the whole
override kernel code.
Part of T91671.
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Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL`
However, the is unnecessary as withen the functions themselves have checks for building without internationalization.
This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary.
Reviewed By: mont29, LazyDodo
Differential Revision: https://developer.blender.org/D13929
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This patch reimplements the image partial updates. Biggest design motivation for the redesign
is that currently GPUTextures must be owned by the image. This reduces flexibility and adds
complexity to a single component especially when we want to have different structures.
The new design is not limited to GPUTextures and can also be used by reducing overhead in image
operations like scaling. Or partial image updating in Cycles.
The usecase in hand is that we want to support virtual images in the image editor so we can
work with images that don't fit in a single GPUTexture.
Using `BKE_image_partial_update_mark_region` or `BKE_image_partial_update_mark_full_update`
a part of an image can be marked as dirty. These regions are stored per ImageTile (UDIM).
When a part of the code wants to receive partial changes it needs to construct a `PartialUpdateUser`
by calling `BKE_image_partial_update_create`. As long as this instance is kept alive the changes can
be received.
When a user wants to update its own data it will call `BKE_image_partial_update_collect_changes`
This will collect the changes since the last time the user called this function. When the partial changes
are available the partial change can be read by calling `BKE_image_partial_update_get_next_change`
It can happen that the introduced mechanism doesn't have the data anymore to construct the
changes since the last time a PartialUpdateUser requested it. In this case it will get a request
to perform a full update.
Maniphest Tasks: T92613
Differential Revision: https://developer.blender.org/D13238
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During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.
If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.
Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.
It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).
After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.
Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}
Reviewed By: mont29
Maniphest Tasks: T94185
Differential Revision: https://developer.blender.org/D13615
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This reverts commit 086f1911698154edd4cc19dc966e966bb0060917.
There was apparently a problem using APPEND which wasn't referenced
in the commit log.
Added comment noting the reason for the discrepancy.
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This was already done for APPLE & WIN32, which would
reference these libraries twice.
Now append BROTLI_LIBRARIES to FREETYPE_LIBRARIES when they're
required for linking.
No functional changes as all references to FREETYPE_LIBRARIES also
used BROTLI_LIBRARIES.
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This reverts commit 948211679f2a0681421160be0d3b90f507bc0be7.
This commit introduced some regressions in the test suite.
As this change is a core part of blender Bastien and I decided to revert
it as the solution isn't clear and needs more investigation.
The following tests FAILED:
62 - blendfile_liblink (SEGFAULT)
63 - blendfile_library_overrides (SEGFAULT)
It fails in (id_us_ensure_real)
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During sprite fright loading of complex scenes would spend a long time in remapping ID's
The remapping process is done on a per ID instance that resulted in a very time consuming
process that goes over every possible ID reference to find out if it needs to be updated.
If there are N of references to ID blocks and there are M ID blocks that needed to be remapped
it would take N*M checks. These checks are scattered around the place and memory.
Each reference would only be updated at most once, but most of the time no update is needed at all.
Idea: By grouping the changes together will reduce the number of checks resulting in improved performance.
This would only require N checks. Additional benefits is improved data locality as data is only loaded once
in the L2 cache.
It has be implemented for the resyncing process and UI editors.
On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went
from 170 seconds to 145 seconds (during hotspot recording).
After this patch has been applied we could add similar approach
to references (references between data blocks) and functionality (tagged deletion).
In my understanding this could reduce the resyncing process to less than a second.
Opening the village production file between 10 and 20 seconds.
Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`)
* Master {F12769210 size=full}
* This patch {F12769211 size=full}
Reviewed By: mont29
Maniphest Tasks: T94185
Differential Revision: https://developer.blender.org/D13615
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Use a `FindBrotli.cmake` module instead of manually appending library
paths.
This is just for Linux; Windows and macOS will be reviewed separately.
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The UI team requested adding woff2 support to freetype.
this required a new dependency brotli.
This changes adds brotili to the builder and bumps
freetype to version 2.11.0
As freetype now depends on other libraries, for consistency
all use of ${FREETYPE_LIBRARY} in cmake has been updated to
use ${FREETYPE_LIBRARIES} adjustments have been made in the
windows platform file, all other platforms use cmake's
FindFreeType.cmake which already sets this variable.
reviewed by: brecht
Differential Revision: https://developer.blender.org/D13448
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- Add BM_mesh_debug_print & BM_mesh_debug_info.
- Report flags in Mesh.cd_flag in BKE_mesh_debug_print
- Move custom data printing into customdata.cc (noted as a TODO).
Note that the term "runtime" has been removed from
`BKE_mesh_runtime_debug_print` since these are useful for debugging any
kind of mesh data.
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Object/collection asset workflow would need the bounding box for snapping.
The bounding box is stored using ID properties in the scene. Currently ID properties
aren't stored in the asset index, what would break object snapping. For this reason
Asset Indexing is turned off in mater. This patch will introduce the indexing of ID
properties what will allow the indexing to be turned on again.
## Data Mapping ##
For data mapping we store the internal structure of IDProperty to the indexer (including meta-data) to be able to deserialize it back.
```
[
{
"name": ..,
"value": ..,
"type": ..,
/* `subtype` and `length` are only available for IDP_ARRAYs. */
"subtype": ..,
},
]
```
| **DNA** | **Serialize type** | **Note** |
| IDProperty.name | StringValue| |
| IDProperty.type | StringValue| "IDP_STRING", "IDP_INT", "IDP_FLOAT", "IDP_ARRAY", "IDP_GROUP", "IDP_DOUBLE"|
| IDProperty.subtype | StringValue| "IDP_INT", "IDP_FLOAT", "IDP_GROUP", "IDP_DOUBLE" |
| IDProperty.value | StringValue | When type is IDP_STRING |
| IDProperty.value | IntValue | When type is IDP_INT |
| IDProperty.value | DoubleValue | When type is IDP_FLOAT/IDP_DOUBLE |
| IDProperty.value | ArrayValue | When type is IDP_GROUP. Recursively uses the same structure as described in this section. |
| IDProperty.value | ArrayValue | When type is IDP_ARRAY. Each element holds a single element as described in this section. |
NOTE: IDP_ID and IDP_IDARRAY aren't supported. The entry will not be added.
Example
```
[
{
"name": "MyIntValue,
"type": "IDP_INT",
"value": 6,
},
{
"name": "myComplexArray",
"type": "IDP_ARRAY",
"subtype": "IDP_GROUP",
"value": [
[
{
"name": ..
....
}
]
]
}
]
```
## Considered alternatives ##
- Add conversion functions inside `asset_indexer`; makes generic code part of a specific solution.
- Add conversion functions inside `BLI_serialize`; would add data transformation responsibilities inside a unit that is currently only responsible for formatting.
- Use direct mapping between IDP properties and Values; leads to missing information and edge cases (empty primitive arrays) that could not be de-serialized.
Reviewed By: Severin, mont29, HooglyBoogly
Maniphest Tasks: T92306
Differential Revision: https://developer.blender.org/D12990
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For an upcoming refactoring of library remapping we want to be able to test if the logic won't change.
It also increased my experience inside the remapping codebase and find out what exactly needed to
be refactored.
This patch adds test cases for the core functionality of `foreach_libblock_remap_callback`. The test cases
don't cover of all the branches. Also pre-, post-processing, referencing and proxies are not tested.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13815
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This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.
When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).
This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.
We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.
In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.
Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).
See patch description for benchmarks.
Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport
Differential Revision: https://developer.blender.org/D12406
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Differential Revision: https://developer.blender.org/D13666
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Differential Revision: https://developer.blender.org/D13657
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Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
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I need this for a refactor I'm looking into for bounding boxes.
It may be helpful in the future when using `CurveEval` in more places.
Differential Revision: https://developer.blender.org/D13596
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The type conversions do not depend on other files in the nodes
module. Furthermore we want to use the conversions in the
geometry module without creating a dependency to the
nodes module there.
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This technique isn't really necessary anymore, because unity builds
avoid instantiating the same template too many times already.
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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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To prepare for future changes {T92613}.
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`BKE_blendflie_link_append` module.
This will allow to expose all those advanced features of the WM
operators to other parts of the code, like the python library context
manager, copy/paste code, etc.
This is expected to be a strictly no-behavioral-change commit.
Part of T91414: Unify link/append between WM operators and BPY context
manager API, and cleanup usages of `BKE_library_make_local`.
Maniphest Tasks: T91414
Differential Revision: https://developer.blender.org/D13222
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This commit renames mesh.c to mesh.cc and makes
it compile in C++. Can be useful in the future to be able
to use C++ functionality in existing and new functions.
Differential Revision: https://developer.blender.org/D13134
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This is useful to allow the use of features made in C++.
Differential Revision: https://developer.blender.org/D13115
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Add `blender::bke::AssetLibraryService` class that acts like a
blendfile-scoped singleton. It's allocated upon the first call to
`BKE_asset_library_load` and destroyed in the LOAD-PRE handler.
The `AssetLibraryService` ensures that edits to asset catalogs are not
lost when the asset browser editor closes (or even reloads). Instead,
the `AssetLibrary` pointers it owns are kept around as long as the blend
file is open.
Reviewed By: Severin
Maniphest Tasks: T92151
Differential Revision: https://developer.blender.org/D12885
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Match API naming prefix (BKE_vfont_*) and DNA_vfont_types.h.
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This didn't belong on blenlib since it uses DNA data types
and included a bad-level call to BKE_curve.h.
It also meant linking in blenlib would depend on the freetype library,
noticeable for thumbnail extraction (see D6408).
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This is very similar to rBa812fe8ceb75fd2b.
This time the number of symbols decreases further from 1335 to 928.
Compile time of the distribute node decreases from ~2.4s to ~2.3s.
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So far we have used `std::string` for asset catalog paths. Some
operations are better described on a dedicated class for this, though.
This commits switches catalog paths from using `std::string` to a
dedicated `blender::bke::AssetCatalogPath` class.
The `using CatalogPath = AssetCatalogPath` alias is still there, and
will be removed in a following cleanup commit.
New `AssetCatalogPath` code reviewed by @severin in D12710.
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