Age | Commit message (Collapse) | Author |
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object_get_derived_final shouldn't have been assuming mesh objects.
It's even valid to use a curve as a target for a shrink-wrap modifier.
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Needed to read user-preferences from in-memory startup.blend
Also skip data-blocks when reading preferences.
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Previously it would always load into 'U' global.
Needed for loading & merging template preferences.
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Needed so we can load and free non-global user preferences.
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When you use typedef'ed enum, you need to define all supported values
explicitely in enum, else compiler goes grumpy...
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Internal change needed for template support.
Loading the user preferences first so it's possible
for preferences to control startup behavior.
In general it's useful to load preferences before data-files,
so we know security settings for eg.
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Reported by Pablo Vazquez (venomgfx) over irc.
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Planning to use this util function in 2.8 for doversioning (to communicate converted layers)
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depsgraph
The thing i'm really starting to hate is the requirement to specify both
operation code and node type. Seems to be duplicated enums without real
need for that.
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Was using some threaded queue on top of task pool, tssk...
Now using properly task pool directly to crunch chunks of smooth fans.
No noticable changes in speed.
Tried to completely get rid of the 'no threading with few loops' code,
but even just creating/freeing the task pool, without actually pushing
any task, is enough to make code 50% slower in worst case scenario (i.e.
few thousands of simple cube objects).
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meshes have autosmooth enabled.
The root of the issue was in custom normal code, so far it assumed that
we could only have one cyclic smooth fan around each vertex, which is...
blatantly wrong (again, the two cones sharing same vertex tip e.g.).
This required a rather deep change in how smooth fans/clnor spaces are processed,
took me some time to find a 'good' solution.
Note that new code is slightly slower than previous one (maybe about 5%),
not much to be done here, am afraid.
Tested against all older report files I could find, seems OK.
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We do can have some vertices to split, while not having any edge (think
about two cones sharing the same tip vertex e.g.).
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Thus it is according to the Manual
https://docs.blender.org/manual/en/dev/animation/drivers/drivers_panel.html#driver-variables
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a non-mesh target, you can still circumvent this... Causing Crash
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generation.
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This feature was adding extra complexity to task scheduling
which required yet extra variables to be worried about to be
modified in atomic manner, which resulted in following issues:
- More complex code to maintain, which increases risks of
something going wrong when we modify the code.
- Extra barriers and/or locks during task scheduling, which
causes extra threading overhead.
- Unable to use some other implementation (such as TBB) even for
the comparison tests.
Notes about other changes.
There are two places where we really had to use that limit.
One of them is the single threaded dependency graph. This will
now construct a single-threaded scheduler at evaluation time.
This shouldn't be a problem because it only happens when using
debugging command line arguments and the code simply don't
run in regular Blender operation.
The code seems a bit duplicated here across old and new
depsgraph, but think it's OK since the old depsgraph is already
gone in 2.8 branch and i don't see where else we might want
to use such a single-threaded scheduler.
When/if we'll want to do so, we can move it to a centralized
single-threaded scheduler in threads.c.
OpenGL render was a bit more tricky to port, but basically we
are using conditional variables to wait background thread to
do all the job.
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Can't say enough how much I hate those proxies... their duality (sharing
some aspects of both direct *and* indirect users) is a nightmare to handle. :(
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Was assigning new edge index to ml_prev->e, and then assigning ml_pre->e
to orig_index...
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Not really happy of per-pool threads limit, need to find better
approach to that. But at least it's possible to get rid of half
of the nastyness here by removing getter which was only used in
an assert statement.
That piece of code was already well-tested and this code becomes
obsolete in the new depsgraph and does no longer exists in blender
2.8 branch.
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This adds an option to force fields of type "Force", which enables the
simulation of gravitational behavior (dist^-2 falloff).
Patch by @AndreasE
Reviewers: #physics, LucaRood, mont29
Reviewed By: #physics, LucaRood, mont29
Tags: #physics
Differential Revision: https://developer.blender.org/D2389
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Viewport Shading
So... Curve+shapekey was even more broken than it looked, this report was
actually a nice crasher (immediate crash in an ASAN build when trying to
edit a curve shapekey with some viewport rendering enabled).
There were actually two different issues here.
I) The less critical: rB6f1493f68fe was not fully fixing issues from
T50614. More specifically, if you updated obdata from editnurb
*without* freeing editnurb afterwards, you had a 'restored' (to
original curve) editnurb, without the edited shapekey modifications
anymore. This was fixed by tweaking again `calc_shapeKeys()` behavior in
`ED_curve_editnurb_load()`.
II) The crasher: in `ED_curve_editnurb_make()`, the call to
`init_editNurb_keyIndex()` was directly storing pointers of obdata
nurbs. Since those get freed every time `ED_curve_editnurb_load()` is
executed, it easily ended up being pointers to freed memory. This was
fixed by copying those data, which implied more complex handling code
for editnurbs->keyindex, and some reshuffling of a few functions to
avoid duplicating things between editor's editcurve.c and BKE's curve.c
Note that the separation of functions between editors and BKE area for
curve could use a serious update, it's currently messy to say the least.
Then again, that area is due to rework since a long time now... :/
Finally, aligned 'for_render' curve evaluation to mesh one - now
editing a shapekey will show in rendered viewports, if it does have some
weight (exactly as with shapekeys of meshes).
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New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.
Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.
Thanks Bastien for assistance here!
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Finding which loop should share its vertex with which others is not easy
with regular Mesh data (mostly due to lack of advanced topology info, as
opposed with BMesh case).
Custom loop normals computing already does that - and can return 'loop
normal spaces', which among other things contain definitions of 'smooth
fans' of loops around vertices.
Using those makes it easy to find vertices (and then edges) that needs
splitting.
This commit also adds support of non-autosmooth meshes, where we want to
split out flat faces from smooth ones.
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The issue seems to be caused by vertex normal being re-calculated
to something else than loop normal, which also caused wrong loop
normals after re-calculation.
For now issue is solved by preserving CD_NORMAL for loops after
split_faces() is finished, so render engine can access original
proper value.
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of bvhutils
The release of these arrays should be the programmer's discretion since these arrays can continue to be used.
Only the expanded functions `bvhtree_from_mesh_edges_ex` and `bvhtree_from_mesh_looptri_ex` are currently being used in blender (in mesh_remap.c), and from what I could to analyze, these changes can prevent a crash.
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This is supposed to be a temporary layer.
If someone needs loop normals after split it should explicitly
ask for that.
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This solves assert failure in CustomData_from_bmeshpoly() happening with
broom.blend file from barber shop SVN.
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Now we handle properly case with edge-fan meshes, which should
fix bad topology calculated for cash register which was causing
crashes in the studio.
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We need to first split all vertices before we can reliably
check whether edge can be reused or not.
There is still known issue happening with a edge-fan mesh
with some faces being on the same plane.
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Seems to be a precision error comparing proper floating point
normal with the one coming from short.
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Let's keep all data in a consistent state, so we don't have any
issues later on.
This solves rendering artifacts mentioned in the previous commit.
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Now new edges will be properly created between original and
new split vertices.
Now topology is correct, but shading is still not quite in
some special cases.
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The change was delivering broken topology for certain cases.
The assumption that new edge only connects new vertices was
wrong.
Reverting to a commit which was giving correct render results
but was using more memory.
This reverts commit af1e48e8ab7a25269ba5a44158bd16c564ed3535.
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This function was keeping original edges and was creating some
extra vertices which is not something we are really looking
forward to,
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The bug T46099 no longer applies since the addition of `dist_squared_to_projected_aabb_simple`
Has also been added comments that relates to an occlusion bug with the ruler. I'll investigate this.
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The issue was caused by usage of non-initialized image user, which
could have different settings, causing some random image being loaded
or not loaded at all.
This caused non-deterministic behavior of Cycles image loading because
it was querying image information from several places.
This fixes crash reported in T50616, but it's not a complete fix
because preview rendering in material is wrong (same wrong as in
2.78a release).
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