Age | Commit message (Collapse) | Author |
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This is what we agreed on during the workshop.
Differential Revision: https://developer.blender.org/D15194
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Is nice to ensure order of tracks when their error is the same or
is not known yet (the clip was not solved yet).
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PBVH draw has an optimization where it only sends the
active attribute to the GPU in workbench mode. This
fails if multiple viewports are open with a mix of
workbench and EEVEE mode; it also causes severe lag
if any workbench viewport is in material mode.
There are two solutions: either add the code in sculpt-dev
that checks for EEVEE viewports at the beginning of each frame,
or integrate pbvh draw properly inside the draw manager
and let it handle which attributes should go to the GPU.
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Retrieving a mutable custom data layer from a const ID
should not be possible.
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Use a name argument, for the same reasons as 6eea5f70e3b79e3c668.
Also reuse the layer and unique name creation in `BKE_id_attribute_new`
instead of reimplementing it. Also include a few miscellaneous cleanups
like using const variables and `std::string`.
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The `update_active_strip_from_listbase()` function took meta-strips in
the "source" list into account, but didn't recurse into the
corresponding meta-strip of the "destination" list. This is now fixed.
`update_active_strip_from_listbase()` needed a few changes to resolve
the issue:
- It was renamed to `find_active_strip_from_listbase()` to limit its
reponsibility to just finding the active strip. It now leaves the
assignment to the caller. This reduces the number of parameters by 1
and makes recursion simpler.
- The destination strips are now, like the source strips, passed as
`ListBase`, so that both source & dest can be recursed simultaneously.
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Instancing with geometry nodes uses just the evaluated Mesh, and ignores the
Object that it came from. That meant that it would try to look up the subsurf
modifier on the instancer object which does not have the subsurf modifier.
Instead of storing a session UUID and looking up the modifier data, store a
point to the subsurf modifier runtime data. Unlike the modifier data, this
runtime data is preserved across depsgraph CoW. It must be for the subdiv
descriptor contained in it to stay valid along with the draw cache.
As a bonus, this moves various Mesh_Runtime variables into the subsurf runtime
data, reducing memory usage for meshes not using subdivision surfaces.
Also fixes T98693, issues with subdivision level >= 8 due to integer overflow.
Differential Revision: https://developer.blender.org/D15184
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Moved gpu vert format checking outside of pbvh_update_draw_buffers,
which isn't called in every code path of BKE_pbvh_draw_cb. This led
to the draw cache being partially populated by old draw buffers
that were subsequently freed, causing a crash.
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Searches in available animdata for fcuve(s) with matching RNA path.
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`BKE_lib_override_rna_property_find`.
Very useful e.g. for dealing with FCurves search.
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Resolves unit tests failure since the D15085.
Also addressed API documentation and formatting format.
Differential Revision: https://developer.blender.org/D15162
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Caused by {rB6a3c3c77b3eb}.
Displacement and wave were tagging the original mesh normals dirty,
instead the result's normals need tagging. Seems like a typo in above
commit (similar to rBfe43c170831f).
Maniphest Tasks: T98727
Differential Revision: https://developer.blender.org/D15165
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By checking the index value first instead of a full fledge string
comparision in `BKE_fcurve_find`, we can make that code significatly
faster (from about 10% in a Heist production file to over 45% in a
heavily animated test file).
While this code was already very fast (a few microseconds per call
typically), it gets called a lot from the UI (several hundreds of time
per refresh), among other things.
NOTE: the `UNLIKELY` hint is responsible for 25% to 30% of the
speed improvement.
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Add a method to remove points from the new curves type, just like
the existing curve removal function. No functional changes are expected.
The code is simpler because all data is just stored as attributes, but
also different because the point data for all curves is stored in the same
arrays.
Similar performance improvements as other commits in T95443 are
expected, expecially for cases where there are many small curves.
Differential Revision: https://developer.blender.org/D15130
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This patch adds support for PBVH drawing in EEVEE.
Notes:
# PBVH_FACES only. For Multires we'll need an API to get/cache attributes. DynTopo support will be merged in later with sculpt-dev's DynTopo implementation.
# Supports vertex color and UV attributes only; other types can be added fairly easily though.
# Workbench only sends the active vertex color and UV layers to the GPU.
# Added a new draw engine API method, DRW_cdlayer_attr_aliases_add. Please review.
# The vertex format object is now stored in the pbvh.
Reviewed By: Clément Foucault & Brecht Van Lommel & Jeroen Bakker
Differential Revision: https://developer.blender.org/D13897
Ref D13897
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Fixes T97706
Adds operator to duplicate the active color attribute layer.
Adds `"Color Attribute Specials"` menu to color attribute ui to access the `"geometry.color_attribute_duplicate"` operator.
Internally adds a function that duplicates a referenced CustomDataLayer
- `BKE_id_attribute_duplicate` mostly copies the existing `BKE_id_attribute_new`
- but gets the type and domain from the referenced layer
- and copies the data from the old layer into the new layer
Reviewed By: Joseph Eagar & Hans Goudey & Julien Kaspar
Differential Revision: https://developer.blender.org/D14823
Ref D14823
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Introduces an option for BKE_unit_value_as_string to skip stripping of zeroes, thus reducing flickering when using edit voxel size widget.
{F13125416}
Reviewed By: Julien Kaspar & Joseph Eagar
Differential Revision: https://developer.blender.org/D15085
Ref D15085
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This commit ports the "Set Spline Type" node to the new curves type.
Performance should be improved in similar ways to the other refactors
from the conversion task (T95443). Converting to and from Catmull Rom
curves is now supported. There are a few cases where a lot of work can
be skipped: when the number of points doesn't change, and when the
types already match the goal type.
The refactor has a few other explicit goals as well:
- Don't count on initialization of attribute arrays when they are
first allocated.
- Avoid copying the entire data-block when possible.
- Make decisions about which attributes to copy when changing curves
more obvious.
- Use higher-level methods to copy data between curve points.
- Optimize for the common cases of single types and full selections.
- Process selected curves of the same types in the same loop.
The Bezier to NURBS conversion is written by Piotr Makal (@pmakal).
Differential Revision: https://developer.blender.org/D14769
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This mirrors the C++ attribute API better, separates the implementation
of attributes from CustomData slightly, and makes functions simpler,
clearer, and safer.
Also fix an issue with removing an attribute caused by 97712b018df71c
meant the first attribute with the given type was removed instead of
the attribute with the given name.
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If a geometry does not have CustomData for a certain domain,
it may still have CustomData on other domains. In that case
we need to continue to the other domains instead of returning.
This worked for meshes because the domains are all at the
start of the `info` array. It didn't work for curves.
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This can be useful to avoid unnecessary boilerplate in various users
of the CustomData API. Split from D14685 and D14769.
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This function only checked for uniqueness in the current domain,
while attribute names should be unique among all domains within
a geometry.
Differential Revision: https://developer.blender.org/D15144
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Those cyclic dependencies (lib_A depends on a texture from lib_B, which
links geometry from lib_A) are bad, but previous code did not always
helped much in idendtifying to actuall issue point.
Now, reduce maximum 'recursion' level to 100 (this should already never
be reached in practice), and additionally report warnings when reaching
level 90, so that user gets more context data to identify more easily
the culprit.
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A field input node for the scale of each top-level instance transform.
The scale can be set with the "Scale Instances" node, but previously
could not be retrieved.
Differential Revision: https://developer.blender.org/D15132
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A field input node for the rotation of each top-level instance transform.
The rotation can be set with the "Rotate Instances" node, but previously
could not be retrieved.
Differential Revision: https://developer.blender.org/D15131
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Avoid the conversion to and from the old type, which could
be a substantial improvement in somce cases.
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Curve attributes were allocated to the size of the point domain, which
wouldn't cause bad behavior, just potentially worse performance.
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This implements the new way to attach curves to a mesh surface using
a uv map (based on the recent discussion in T95776).
The curves data block now not only stores a reference to the surface object
but also a name of a uv map on that object. Having a uv map is optional
for most operations, but it will be required later for animation (when the
curves are supposed to be deformed based on deformation of the surface).
The "Empty Hair" operator in the Add menu sets the uv map name automatically
if possible. It's possible to start working without a uv map and to attach the
curves to a uv map later on. It's also possible to reattach the curves to a new
uv map using the "Curves > Snap to Nearest Surface" operator in curves sculpt
mode.
Note, the implementation to do the reverse lookup from uv to a position on the
surface is trivial and inefficient now. A more efficient data structure will be
implemented separately soon.
Differential Revision: https://developer.blender.org/D15125
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The code that checked whether vertex normals needed to be recalculated
was checking the dirty tag for face normals and vertex normals, in an
attempt at increased safety. However, those tags are always set
together anyway. Only checking the vertex dirty tag allows potentially
allocating or updating the normals on the two domains independently,
which could allow further skipping of calculations in some cases.
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The fix is to unify with the name we had for the old Curves objects.
That means that we will see them bothi (old and new curves) in the outliner
(under two different categories but with different names).
This is considered to be a temporary solution until we remove the old
curve system entirely.
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In the latest discussions about curves/hair mesh attachement
information (T95776), it was decided to use UV coordinates to
store where on the mesh each root is. For that, we have to specify
which of the UV map attributes to use for UV lookups.
This property isn't used yet, but it will be shortly when refactoring
the attachement information in the add brush and the to particle
system conversion.
Differential Revision: https://developer.blender.org/D15115
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Same as in Cycles, this is needed for some color space conversions that don't
compress well to byte sRGB, like for example Filmic sRGB.
Ref T68926
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Instead of directly accessing constraint-specific callbacks
in code all over blender, introduce two wrappers to retrieve
and free the target list.
This incidentally revealed a place within the Collada exporter
in BCAnimationSampler.cpp that didn't clean up after retrieving
the targets, resulting in a small memory leak. Fixing this should
be the only functional change in this commit.
This was split off from D9732.
Differential Revision: https://developer.blender.org/D13844
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Move into its own new function the the low-level logic to search for a
given RNA path in Action F-curves, then driver F-curves of a given AnimData.
This deduplicates code from `BKE_fcurve_find_by_rna_context_ui` and
`id_data_find_fcurve`, and will allow for future more usages of this
functionality.
Differential Revision: https://developer.blender.org/D15068
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