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This gives a modest speedup as calculating tessellation and face
normals at the same time can be more efficiently multi-threaded.
Also avoids calculating face normals twice,
oversight in d590e223daf6e20d462f2b197d32606d69873051.
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This commit improves NURBS knot generation by adding proper support
for the combination of the Bezier and cyclic options. In other cases
the resulting knot doesn't change. This cyclic Bezier knot is used to
create accurate accurate "Nurbs Circle", "Nurbs Cylinder" primitives.
"Nurbs Sphere" and "Nurbs Torus" primitives are also improved by
tweaking the spin operator.
The knot vector in 3rd order NURBS curve with Bezier option turned on
(without cyclic) is changed in comparison to previous calculations,
although it doesn't change the curve shape itself.
The accuracy of the of NURBS circle is fixed, which can be checked by
comparing with mesh circle. Tessellation spacing differences in
circular NURBS is also fixed, which is observable with the NURBS
cylinder and sphere primitives. These were causing seam-like effects.
This commit contains comments from Piotr Makal (@pmakal).
Differential Revision: https://developer.blender.org/D11664
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Normal layers currently aren't stored in the undo step
mesh storage, since they are not stored in files at all.
However, the edit mesh expects normals to be fully
calculated, and does not keep track of a dirty state.
This patch updates the normals in the BMesh created
by loading an undo step.
Another option would be calculating the normals on
the undo mesh first, which might be better if Mesh
normal calculation is faster than BMesh calculation,
but the preferred method to access vertex normals fails
in this case, because the mesh runtime mutexes are not
initialized for undo-state meshes.
Differential Revision: https://developer.blender.org/D13859
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Because this operator is used on original objects, it's best to tag
the normals dirty instead of explicitly calculating them, to avoid
unnecessarily storing normal layers on an original object (since
they might have to be recalculated during evaluation anyway).
There may be other places this change is helpful, but being
conservative is likely better for now.
Related to T95125
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Editing of generic attributes on the original objects in edit modes is
still very limited. However, when applying a geometry nodes modifier
that generates new attributes. These attributes will show up in the
Attributes panel.
Currently, our exporters are not capable of exporting generic attributes.
Therefore, for the time being, a work around is to apply geometry nodes
and then convert a generic attribute to a task specific attribute like a
uv map, vertex group or vertex color layer. Once more parts of Blender
support generic attributes, this will become less important.
Currently, only meshes are supported by the operator. However, it would
be relatively easy to extend it to other geometry types.
Differential Revision: https://developer.blender.org/D13838
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Undo history was showing in menu search since converting undo history to
a menu from a popup, see: 0e1bb232e68ce71f4c3dd331ed6331665238a065.
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There is probably a better solution that's possible, but the few other
things I tried didn't work, and the build error should be resolved for
the buildbots. This is similar to the "breaks" in the namespace for
functions declared in `ED_node.h`.
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The thumbnail caching continuously sends `ND_SPACE_FILE_PREVIEW`
notifiers via a timer. But this timer was never ended properly after
thumbnails are fully loaded into the cache.
Wouldn't actually cause a refresh or redraw, send and process the
notifiers.
I already tried to avoid this for the asset view template, but
apparently that wasn't working correctly. For the File/Asset Browser I
never applied that fix to avoid possible regressions before the release.
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This commit moves code in all node editor files to the
`blender::ed::space_node` namespace, except for C API
functions defined in `ED_node.h`, which can only be moved
once all areas calling them are moved to C++.
The change is fairly straightforward, I just moved a couple
of "ED_" code blocks around to make the namespace more
contiguous, and there's the method for adding a pointer to
a struct in a C++ namespace in DNA.
Differential Revision: https://developer.blender.org/D13871
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This reverts commit ae349eb2d50524b030f702b8ed3fd75531d4db7e.
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This adds vertex creasing support for OpenSubDiv for modeling, rendering,
Alembic and USD I/O.
For modeling, vertex creasing follows the edge creasing implementation with an
operator accessible through the Vertex menu in Edit Mode, and some parameter in
the properties panel. The option in the Subsurf and Multires to use edge
creasing also affects vertex creasing.
The vertex crease data is stored as a CustomData layer, unlike edge creases
which for now are stored in `MEdge`, but will in the future also be moved to
a `CustomData` layer. See comments for details on the difference in behavior
for the `CD_CREASE` layer between egdes and vertices.
For Cycles this adds sockets on the Mesh node to hold data about which vertices
are creased (one socket for the indices, one for the weigths).
Viewport rendering of vertex creasing reuses the same color scheme as for edges
and creased vertices are drawn bigger than uncreased vertices.
For Alembic and USD, vertex crease support follows the edge crease
implementation, they are always read, but only exported if a `Subsurf` modifier
is present on the Mesh.
Reviewed By: brecht, fclem, sergey, sybren, campbellbarton
Differential Revision: https://developer.blender.org/D10145
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This brush fixes the random spikes that
occasionally happen in multires models.
These spikes can be nearly impossible to
fix manually and can make working with
multires a nightmare.
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When toggling to a File Browser from an Asset Browesr, the asset indexer
would be used to load files. I couldn't spot issues with that on a
quick look, but this should still be corrected.
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Adds an "Asset Indexing" option (enabled by default) to Preferences >
Experimental > Debugging. This is useful when working on the asset
library loading.
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While doing last minute cleanup in
e49bf4019b498be42b9a39657604ad750a99bbea, missed to rename function
in one place.
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When copying strips between 2 scenes, it wasn't possible to copy
animation curves along with strips.
In this patch curves are copied into clipboard `ListBase`. When pasted,
original curves are moved into temporary `ListBase` and curves in
clipboard are moved into scene action. This is because when strips from
clipboard have to be renamed, function `SEQ_ensure_unique_name()` does
fix RNA paths of curves, but this is done globally for all curves within
action. After strips are renamed, restore original curves from backup.
Note: This patch handles only fcurves. Drivers and actions are currently
not handled anywhere in VSE.
Fixes T77530
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13845
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- Move functions that handle animation to own file - `animation.c`
- Refactor `SEQ_offset_animdata` and `SEQ_free_animdata` functions
- Add function `SEQ_fcurves_by_strip_get` to provide more granular
and explicit way for operators to handle animation
- Remove function `SEQ_dupe_animdata`, do curve duplication explicitly
in operator code, which makes more sense to do. Further this function
was also used for renaming strips which makes no sense.
- Refactor usage of function `SEQ_free_animdata` and remove XXX comment.
Now this functiuon is no longer called when `Sequence` data is freed
implicitly, it is done explicitly in high level function
`SEQ_edit_remove_flagged_sequences`
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D13852
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Route cause was data alignment mismatch between GPU and CPU. This
mismatch would not allow us to bind the UBO where data wasn't available
on the GPU.
Fixed by using float4 in stead of float2. This could eventually be
packed, but that would lead to less readable code.
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Error in 0e1bb232e68ce71f4c3dd331ed6331665238a065.
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This was the case for multi input sockets that have a link already.
Since we have multi input sockets, the way we use `socket_is_available`
is not really giving the expected result on these.
When used for input sockets the intention is to find a free socket
(either for noodle **replacement**, then it is always available, or just
the next free available socket).
Now I would think without the intention to replace an existing link, a
multi input socket should still be available.
From the inside of the function, the `replace` argument turns [namewise]
to `allow_used`, which sounds a little different (so one might argue
that if `allow_used` is `False` this should also trigger for already
connected multi input sockets).
In the end, this is an issue with the variable naming though, cant think
of a usecase where the patch change would really go against intentions.
Maniphest Tasks: T93413
Differential Revision: https://developer.blender.org/D13866
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Bug possibly introduced in {rBc57e4418bb85aec8bd3615fd775b990badb43d30}.
Interestingly, the orientation set before (NORMAL), even different from
the orientation that was actually used, was allowing the use of
"orient_matrix" ("orient_matrix_type" should have been NORMAL in that
case too).
In any case, make sure the "orient_matrix_type" and "orient_type" are the
same so that the "orient_matrix" is used.
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These operations (sorting and selecting all nodes) should generally
be handled by the node editor and not outside code. They were not
called outside of the node editor, so they can be moved to the editor's
`intern` header.
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This file was added nine years ago, and was unused then.
Now with active tools we use a different approach to create
toolbars, so the file is not relevant.
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Display exact integer values of a floating point fields without
a fraction if the step is also an exact integer. This is intended
for cases when the value can technically be fractional, but most
commonly is supposed to be integer.
This handling is not applied if the field has any unit except frames,
because integer values aren't special for quantities like length.
The fraction is discarded in the normal display mode and when copying
the value to clipboard, but not when editing to remind the user that
the field allows fractions.
Differential Revision: https://developer.blender.org/D13753
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Fix a precision issue when stepping down from 1 to 0 via the left
decrement button and step 100 results in a small nonzero value.
The reason is that 0.01 can't be precisely represented in binary
and converting to double before multiplication reveals this.
Ref D13753
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In normal conditions, `gpf` always has a value, but better move inside the NULL checking.
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This patch converts GPU_SHADER_2D_IMAGE_MULTI_RECT_COLOR shader to use
the GPUShaderCreateInfo pattern. It can be used as a reference when
converting other shaders.
In this special case the flat uniform vector cannot be used anymore as it
doesn't fit as push constants. To solve this a uniform buffer is used.
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Asset indexing was disabled as ID property indexing wasn't supported.
Now that ID property support is added we can enable asset indexing.
Check {T91406} for more information about asset indexing.
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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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This significantly reduces discontinuities on UV seams, by giving a better
match of the texture filtered colors on both sides of the seam. It works by
using pixels from adjacent faces across the UV seam.
This new option is called "Adjacent Faces" and is the default. The old option
is called "Extend", and extends border pixels outwards.
Differential Revision: https://developer.blender.org/D13303
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Not needed anymore after aa0ecd179. The removed function was identical
to `icon_draw_rect()` now.
Reverts ab7214ca2ef9.
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Followup to the previous commit. Jeroen and I agreed the old naming was
confusing.
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Use GPU-side scaling to speed up the scaling itself, and to avoid having
to copy the image buffer using the CPU. Mipmapping is used to get decent
filtering when downscaling without ugly artifacts.
In my comparisons, there was barely any difference between the methods
for DPIs >= 1. Below that, the result looks a bit different due to the
different filtering method.
See D13144 for screen-recordings showing the difference.
Part of T92922.
Differential Revision: https://developer.blender.org/D13144
Reviewed by: Jeroen Bakker
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Checking `t->around` and `nu->pntsv` does not need to be done in 2 places.
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Override layers are a standard feature of Alembic, where archives can override
data from other archives, provided that the hierarchies match.
This is useful for modifying a UV map, updating an animation, or even creating
some sort of LOD system where low resolution meshes are swapped by high resolution
versions.
It is possible to add UV maps and vertex colors using this system, however, they
will only appear in the spreadsheet editor when viewing evaluated data, as the UV
map and Vertex color UI only show data present on the original mesh.
Implementation wise, this adds a `CacheFileLayer` data structure to the `CacheFile`
DNA, as well as some operators and UI to present and manage the layers. For both
the Alembic importer and the Cycles procedural, the main change is creating an
archive from a list of filepaths, instead of a single one.
After importing the base file through the regular import operator, layers can be added
to or removed from the `CacheFile` via the UI list under the `Override Layers` panel
located in the Mesh Sequence Cache modifier. Layers can also be moved around or
hidden.
See differential page for tests files and demos.
Reviewed by: brecht, sybren
Differential Revision: https://developer.blender.org/D13603
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This reverts commit edee5a947b7ea3e1324aa334a22c7c9bbf47f5f7.
Fixes compilation error (Missing file BLI_float2.hh)
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This reverts commit 8fb2ff458ba579dba08bfdf57d043ad158b5db07.
Missing some files.
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This is a first part of the Shader Create Info system could be.
A shader create info provides a way to define shader structure, resources
and interfaces. This makes for a quick way to provide backend agnostic
binding informations while also making shader variations easy to declare.
- Clear source input (only one file). Cleans up the GPU api since we can create a
shader from one descriptor
- Resources and interfaces are generated by the backend (much simpler than parsing).
- Bindings are explicit from position in the array.
- GPUShaderInterface becomes a trivial translation of enums and string copy.
- No external dependency to third party lib.
- Cleaner code, less fragmentation of resources in several libs.
- Easy to modify / extend at runtime.
- no parser involve, very easy to code.
- Does not hold any data, can be static and kept on disc.
- Could hold precompiled bytecode for static shaders.
This also includes a new global dependency system.
GLSL shaders can include other sources by using #pragma BLENDER_REQUIRE(...).
This patch already migrated several builtin shaders. Other shaders should be migrated
one at a time, and could be done inside master.
There is a new compile directive `WITH_GPU_SHADER_BUILDER` this is an optional
directive for linting shaders to increase turn around time.
What is remaining:
- pyGPU API {T94975}
- Migration of other shaders. This could be a community effort.
Reviewed By: jbakker
Maniphest Tasks: T94975
Differential Revision: https://developer.blender.org/D13360
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Fix the description for WORKSPACE_OT_reorder_to_back to say "last" in
list rather than "first"
See D13696 for more details.
Differential Revision: https://developer.blender.org/D13696
Reviewed by Aaron Carlisle
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Use a common `userdata` for the different snap callbacks.
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Missed in {rBd9c6ceb3b88b6db87490b08e0089f9a18e6c52d6}
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`TreeElement` isn't a trivial type anymore, so `MEM_delete()` should be
called, which calls the destructor.
AFAICS this would cause a memory leak, since the contained `unique_ptr`
is allocated but not destructed correctly - but it's not using the
guarded allocator so woudn't be reported.
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