Age | Commit message (Collapse) | Author |
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This broke "test_undo.view3d_multi_mode_select" test in
"lib/tests/ui_simulate" and is likely exposed by recent changes to
bounding box calculation.
The missing check for DL_INDEX4 dates back to code from 2002 which
intended to check this but was checking for DL_INDEX3 twice
which got removed as part of a cleaned up.
This could be hidden from memory checking tools as meta-balls
over-allocate vertex arrays.
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This patch refactors the instance-realization code and adds new functionality.
* Named and anonymous attributes are propagated from instances to the
realized geometry. If the same attribute exists on the geometry and on an
instance, the attribute on the geometry has precedence.
* The id attribute has special handling to avoid creating the same id on many
output points. This is necessary to make e.g. the Random Value node work
as expected afterwards.
Realizing instance attributes has an effect on existing files, especially due to the
id attribute. To avoid breaking existing files, the Realize Instances node now has
a legacy option that is enabled for all already existing Realize Instances nodes.
Removing this legacy behavior does affect some existing files (although not many).
We can decide whether it's worth to remove the old behavior as a separate step.
This refactor also improves performance when realizing instances. That is mainly
due to multi-threading. See D13446 to get the file used for benchmarking. The
curve code is not as optimized as it could be yet. That's mainly because the storage
for these attributes might change soonish and it wasn't worth optimizing for the
current storage format right now.
```
1,000,000 x mesh vertex: 530 ms -> 130 ms
1,000,000 x simple cube: 1290 ms -> 190 ms
1,000,000 x point: 1000 ms -> 150 ms
1,000,000 x curve spiral: 1740 ms -> 330 ms
1,000,000 x curve line: 1110 ms -> 210 ms
10,000 x subdivided cylinder: 170 ms -> 40 ms
10 x subdivided spiral: 180 ms -> 180 ms
```
Differential Revision: https://developer.blender.org/D13446
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This commit ignores unavailable sockets in one more place, to fix the
case in T93920.
Differential Revision: https://developer.blender.org/D13562
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Added in 161ab6109e265ea906e0308ab404f95282534770
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Renamed or removed parameters which no longer exist.
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Also add groups in some files.
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Audio PTS was reset for each new file. This caused misalignment of video
and audio streams. In Blender, these files can't be loaded, other
players will fail to align audio and video.
Since timestamps are reset intentionally, reset also video stream
timestamps.
There were other bugs:
After timestamp was reset for audio, write_audio_frames started
encoding from timeline start until target frame, so each split video
had more audio than it should.
Also audio for last frame before splitting was written into new file.
Differential Revision: https://developer.blender.org/D13280
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his new modifier is equals to the existing mesh modifier but adapted to grease pencil.
The underlying functions used to calculate the shrink are the same used in meshes.
{F11794101}
Reviewed By: pepeland, HooglyBoogly
Differential Revision: https://developer.blender.org/D13192
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Use "filepath" which is the current convention for naming full paths.
- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
used for the name component of a path (without the directory).
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Point cloud is two separate words, this just changes comments in
a few places where we were inconsistent. A small wording change
to another comment is also included.
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Replaces `HOME` environment variable usage for user
directories like in D12802.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D13212
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Also remove unnecessary function to set a node type's
label function that duplicated its definition, and make
another function static.
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Most of the fields in Mesh had no comments, or outdated misleading
comments. For example, "BMESH ONLY" referred to the BMesh project,
not the data structure. Given how much these structs are used, it should
save a lot of time to have proper comments.
I also rearranged the fields in mesh to have a more logical order. Now
the most important fields come first. In the process I was able to
remove 19 bytes of unnecessary padding (31->12). I just had to
change a `short` flag to `char`.
Differential Revision: https://developer.blender.org/D13454
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Some doc-strings were skipped because of blank-lines between
the doc-string and the symbol and needed to be moved manually.
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
Ref T92709
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In the `replace_mesh`/`replace_curve` etc. methods, the component
was retrieved with write access. Retrieving with write access will
duplicate the data if the component has another user. This means that
the replaced geometry data was often duplicated just to be deleted
a moment later.
I expect this would have a large impact in performance in some specific
situations when dealing with large geometry. In a scene with many small
meshes though, I didn't observe a significant difference.
This also makes replacing a geometry set's data with the same data
that's already in the set safe. It would be valid to assert for that
case instead, but this seems safer.
Differential Revision: https://developer.blender.org/D13530
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I'm planning to make these functions slightly more complicated,
and it makes sense to return early when checking one of the parameters
for null anyway.
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This node outputs the current scene time in seconds or in frames.
Use of this node eliminates the need to use drivers to control values
in the node tree that are driven by the scene time.
Frame is a float value to provide for subframe rendering for motion
blur.
Differential Revision: https://developer.blender.org/D13455
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Fixes a memory leak introduced by D13225.
Caused by not freeing the hash-map in some cases.
Differential Revision: https://developer.blender.org/D13432
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This node is a field input that outputs a separate index for each mesh island.
The indices are based on the order of the lowest-numbered vertex in each island.
Authoring help from @hooglyboogly
Differential Revision: https://developer.blender.org/D13504
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Creates a new Edge Neighbors node which outputs a field
containing the number of faces connected to each edge.
Differential Revision: https://developer.blender.org/D13493
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This adds a new Geometry to Instance node that turns every
connected input geometry into an instance. Those instances
can for example be used in the Instance on Points node.
Differential Revision: https://developer.blender.org/D13500
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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 reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0
The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.
We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.
Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
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No longer needed as the temporary directory is cleared on exit.
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- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
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This is a continuation of D13462 to clean up source typos.
Differential Revision: https://developer.blender.org/D13471
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This improves both code finding, for example "color ramp" now has its own file.
And now each node has its own namespace so function names can be simplified
similar to rBfab39440e94
This commit also makes all file names use snake case instead of camel case.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D13482
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Most of our field inputs are currently specific to geometry. This patch introduces
a new `GeometryFieldInput` that reduces the overhead of adding new geometry
field input.
Differential Revision: https://developer.blender.org/D13489
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Creates 4 new nodes which provide topology information
for the mesh. Values are interpolated from the primary
domain in each case using basic attribute interpolation.
Vertex Neighbors
- Vertex Count
- Face Count
Face Neighbors
- Vertex Count
- Neighboring Face Count
Edge Vertices
- Vertex Index 1
- Vertex Index 2
- Position 1
- Position 2
Face Area
- Face Area
Differential Revision: https://developer.blender.org/D13343
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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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Earlier code assumed that the active strip was on the active track. This
commit detects when this assumption doesn't hold, and adds a more thorough
search of the active strip.
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No longer needed now that all code uses that new
BKE_blendfile_link_append module, and that instantiation code in
BLO_readfile has been removed.
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`GeometrySet` contains at most one component of each type.
Previously, a map was used to make sure that each component
type only exists once. The overhead of a map (especially with
inline storage) is rather large though. Since all component types
are known at compile time and the number of types is low,
a simple `std::array` works as well.
Some benefits of using `std::array` here:
* Looking up the component of a specific type is a bit faster.
* The size of `GeometrySet` becomes much smaller from 192 to 40 bytes.
* Debugging a `GeometrySet` in many tools becomes simpler because
one can easily see which components exists and which don't
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This helps to tell when a pointer is expected to be null, and avoid
overly verbose code when dereferencing. This commit also includes
a few other cleanups in this area:
- Use const in a few places
- Use `float2` instead of `float[2]`
- Remove some unnecessary includes and old code
The change can be continued further in the future.
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`IMB_transform` is used in VSE. It had a required crop parameter
for cropping the source buffer. This is not always needed.
In the image engine we want to use the use the `IMB_transform`
with wrap repeat. Both options are mutual exclusive and due
to performance reasons the wrap repeat is only available when
performing a nearest interpolation.
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Without this fix `CustomDataAttributes::create_by_move`
did not work on named attributes.
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The asset metadata custom property `["is_single_frame"]` was set
incorrectly. Since this is intended for forward compatibility, including
being covered by the asset metadata indexing, it's important to have it
set correctly from the first release of Blender that includes the asset
browser.
Differential Revision: https://developer.blender.org/D13452
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File paths can be any encoding, so using some UTF-8-specific function is
not the right way to go.
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