Age | Commit message (Collapse) | Author |
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We store various lazily calculated caches on meshes, some of which
depend on the vertex positions staying the same. The current API to
invalidate these caches is a bit confusing. With an explicit set of
functions modeled after the functions in `BKE_node_tree_update.h`,
it becomes clear which function to call. This may become more
important if more lazy caches are added in the future.
Differential Revision: https://developer.blender.org/D14760
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Add a `BKE_action_fcurves_clear(action)` function, which removes all the
Action's FCurves, and expose it as `ActionFCurves.clear()` in RNA.
This is more ergonomic than calling `remove` on f-curves until the list
is empty.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14660
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Mainly duplicate includes and else after return.
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This has not been used since 5505697ac in 2010.
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For example, the "id" attribute is stored as a named attribute.
If it doesn't exist already, `layer_index` was uninitialized, causing
issues with `CustomData_free_layer`. The fix is to use the generic
function to free a named layer in that case. Eventually the other
case will go away as T95965 is finished.
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Solves the corresponding compiler warning.
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override cases."
This reverts commit f0b4aa5d59e3b3754bfcf3827f7524d34c809c62.
This commit was making files to get bigger and bigger every time they
were saved and re-opened.
In the orphaned data in the outliner new collections would show up
there, even after continuously purging it. This would lead to a massive
file which get also very slow.
This problem will fix itself after a few re-open/re-saves of the files.
For anyone also experimenting this you can fix this faster by purging
the unused data multiple times in the file.
Example of file from the Project Heist (rev. 1014):
heist/pro/shots/010_opening/010_0050/010_0050.anim.blend
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Adds an overlay option to show/hide the spline points & lines of masks in the Mask Editor.
It also moves the "smooth" option up (its position left of the selection dropdown was missleading).
{F11847272}
This emerged from a discussion in https://developer.blender.org/D12776
Differential Revision: https://developer.blender.org/D13314
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The substep loop for rigid bodies causes unequal effects of force fields depedending on the substep setting, larger
substep counts cause a diminishing effect of force fields.
This is because the force to apply on a body is reset in Bullet after each step and needs to be recomputed. Without this
the body will just coast with constant velocity after the first substep. Since the per-step impulse with larger substep
counts is smaller, the effect is that more substeps cause a smaller total impulse.
The fix is to move external force calculation into the substep loop and update forces for each substep.
Note that this may be considered a breaking change, because the breaking commit rB1aa54d4921c2 has been in master for
a long time and after this fix force fields will generally have a much larger effect on rigid bodies (10x for the
default setting of 10 substeps).
Differential Revision: https://developer.blender.org/D15173
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The TexResult.nor output does not appear to be used anywhere.
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In the `update_active_track()` function, add a shortcut that just sets
`NULL`, instead of searching for `NULL` pointers. Should give a tiny
speedup.
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When searching for the active NLA strip, avoid overwriting the found strip
pointer with NULL if it was already found in a previous iteration.
The active strip is searched for while looping over the NLA tracks. If the
active strip was found on a previous track, and not on the current track,
this would effectively set `actstrip = NULL`. This is now avoided.
Another benefit is that the search for the active strip is stopped as soon
as it's found, which should increase performance a tiny bit.
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No functional changes.
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`find_active_strip_from_listbase()` expects two lists of strips with an
equal number of items. This is now not only documented, but also checked
for in an assertion.
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This adds a new parameter to the "Combined" overlay mode of the mask editor.
The "blending factor" allows users to blend the mask exterior with the original
footage to visualise the content of the mask in a more intuitive way. The
"Alpha" overlay is unaffected by this change.
The existing "Combined" overlay is used like before (covering everything
outside the mask in black), but can be blended with the slider in the mask
overlay to look at the exterior.
This is part of an effort to make mask editing more intuitive & easy to use:
https://developer.blender.org/T93097
Differential Revision: https://developer.blender.org/D13284
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Since the custom target is a feature implemented at constraint
level, it is more appropriate to handle it in the common wrapper
functions, instead of modifying all the type specific callbacks
like get_constraint_targets and flush_constraint_targets.
Also, tag the special target with a flag so other code can
handle it appropriately where necessary.
This was split from D9732, and effectively reverts and refactors
part of D7437. This patch should cause no functional changes.
Differential Revision: https://developer.blender.org/D15168
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This splits out the code that samples points on a surface and the
code that initializes new curves. This code will be reused by D15134.
Differential Revision: https://developer.blender.org/D15216
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When creating etc. a liboverride based on a partial hierarchy
pre-selection (e.g: override hierarchy on the rig object of a
character), now all linked data also using that rig (e.g. all meshes
deformed by that armature) will also automatically be overridden.
This si achieved by following dependencies in the reversed order (from
used IDs to using IDs) when we find one tagged for override.
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In some cases, it can be usefull to distinguish when an entry has been
processed in which direction (`to` when handling ID pointers used by
the entry, `from` when handling ID using this entry).
Previous `MAINIDRELATIONS_ENTRY_TAGS_PROCESSED` tag is now a combination
of the two new ones.
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This commit adds a Volume Cube primitive node. It outputs a volume that
contains a single "density" float grid. The density per voxel can be
controlled with a field that depends on the voxel position (using the
existing Position node). Other field inputs are not supported.
The density field is evaluated on every voxel.
Possible future improvements are listed in D15198.
Differential Revision: https://developer.blender.org/D15198
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This patch adds a 'Intersecting Edges' output with a boolean selection
that only gives you the new edges on intersections.
Will work on a couple of examples next, this should make some
interesting effects possible (including getting us closer to the "bevel-
after-boolean-usecase")
To achieve this, a Vector is passed to `direct_mesh_boolean` when the
iMesh is still available (and intersecting edges appended), then from
those edge indices a selection will be stored as attribute.
Differential Revision: https://developer.blender.org/D15151
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The call to `get_component_for_write` would sometimes copy the mesh
even when the mesh is replaced with itself. The `replace_mesh` method
handles that case already, so just use that instead.
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Is likely harmless due to Camera being covered by other areas,
but is still good to do a proper hint.
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This fixes a mistake in 60bf561d379a, which did not account for offset
frames by the time offset modifier.
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invisible layers
Whats happening is that the modifier keeps adding new frames to the evaluated object resulting in an exponential increase. This is because when preparing the data for the modifiers we only copy visible strokes to the eval object. But the modifiers do not consider visibility and will generate the mirrored strokes even for layers that are hidden. Because those layers have not been copied (only their structure) we run into this issue.
The solution is always copy the active frame of all layers (even if the layer is hidden).
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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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Found via codespell -q 3 -S ./intern,./extern -L ans,ba,bording,datas,eiter,fiter,hist,inout,lod,ot,parm,parms,pixelx,pres,te
Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D15155
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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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