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Most of these custom data layers weren't BMesh only, and the
one that actually looks to be BMesh only has `BM` in its name.
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collection.
Fix is similar to how CollectionObject with NULL object pointers are handled.
Using one of the 'free' pad bytes in Object_Runtime struct instead of a
gset (or other external way to detect object duplicates), as this is
several times faster.
NOTE: This makes remapping slightly slower again (adds 10 extra seconds
to file case in T94059).
General improvements of remapping time complexity, especially when
remapping a lot of IDs at once, is a separate topic currently
investigated in D13615.
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These pointers point to the new nodes when duplicating,
and their even used to point to "original" nodes for
"localized" trees. They're just a bad design decision
that make code confusing and buggy.
Instead, node copy functions now optionally add to a map
of old to new socket pointers. The case where the compositor
abused these pointers as "original" pointers are handled
by looking up the string node names.
Differential Revision: https://developer.blender.org/D13518
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Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
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Differentiate doc-strings from title/section text.
Also use explicit doxygen references to struct members
so it's not ambiguous which member is being referenced.
Note that these changes aren't complete (some files weren't touched).
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Previously we used a `CellValue` class to hold the data for a cell,
and called a function to fill it whenever necessary. This is an
unnecessary complication when we have virtual generic arrays
and most data is already easily accessible that way anyway.
This patch removes `CellValue` and uses `fn::GVArray` to provide
access to data instead.
In the future, if rows have different types within a single column,
we can use a `GVArray` of `blender::Any` to interface with the drawing.
Along with that, the use of virtual arrays made it easy to do a
few other cleanups:
- Use selection domain interpolations from rB5841f8656d95
for the mesh selection filter.
- Change the row filter to only calculate for necessary indices.
Differential Revision: https://developer.blender.org/D13478
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This replaces lost functionality from the old GN Attribute Map Range node.
This also adds vector support to the shader version of the node.
Notes:
This breaks forward compatibility as this node now uses data storage.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D12760
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Code is simpler when the uiBlocks used during drawing are simply
stored in an array. Additionally, looping can be simpler when we use
an vector to hold a temporary copy of the tree's linked list of nodes.
This patch also slightly changes how uiBlocks are "named" in
`node_uiblocks_init`. Now it uses the node name instead of the
pointer, which is helpful so we rely less on the node's address.
Differential Revision: https://developer.blender.org/D13540
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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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Also add groups in some files.
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There were a few unused enum values: `CU_CARDINAL` and `CU_BSPLINE`
This commit cleans them up from code as they were not used for
anything meaningful.
Differential Revision: https://developer.blender.org/D13554
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This patch adds a randomize factor for the start/end lengths in the Length modifier.
Reviewed By: #grease_pencil, antoniov, pepeland, HooglyBoogly
Differential Revision: https://developer.blender.org/D12928
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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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I assume this `butr` rectangle was used more in the past,
but currently its value is set and used less than 10 lines apart,
so it's trivial to remove 16 bytes from every node. The other
rectangles are also runtime data and could be removed, but
they are more difficult.
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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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Ref T92709
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Add note at the beginning & end so it's not overlooked.
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These existing names were unhelpful at best, actively confusing at
worst. This patch renames them to be consistent with the terms
used to refer to the values in the UI.
- `width` -> `offset`
- `ext1` -> `extrude`
- `ext2` -> `bevel_radius`
Differential Revision: https://developer.blender.org/D9627
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Since we have the overlays popover, it makes sense to allow toggling the
context path like in the 3D viewport. This commit adds a property,
and turns it on by default in existing files.
Differential Revision: https://developer.blender.org/D13248
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Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
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Commit f0d20198b290 used this field to flag rendered strips which were
queried by `SEQ_query_rendered_strips()`. Then operators iterate all
strips and checks state of `seq->tmp_flag`.
Use collection returned by `SEQ_query_rendered_strips` directly.
There should be no functional changes.
This commit adds functions `all_strips_from_context` and
`selected_strips_from_context` that provide collection of strips based
on context. Most operators can use this collection directly.
There is already `seq->tmp` DNA field, but is should not be used unless
absolutely necessary. Better option is to use human readable flag.
Best is to not use DNA fields for temporary storage in runtime.
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Indicates that this is just a buffer with an element size of 8 bit, not
a displayable/printable string buffer.
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The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
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The mirror modifiers merge option caused unnecessary re-ordering
to the vertex array with original vertices merging into their copies.
While this wasn't an error, it meant creating a 1:1 mapping from input
vertices to their final output wasn't reliable (when looping over
vertices first to last) as is done in
BKE_editmesh_vert_coords_when_deformed.
As merging in either direction is supported, keep the source meshes
vertices in-order since it allows the vertex coordinates to be extracted.
NOTE: Since this change introduce issues for some cases (e.g. bound
modifiers like SurfaceDeform), this change is only applied to newly
created modifiers, existing ones will still use the old incorrect merge
behavior.
Reviewed By: @brecht
Maniphest Tasks: T93321, T91444
Differential Revision: https://developer.blender.org/D13355
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When a manual frame range is set, allow marking an action as having
Cyclic Animation. This does not affect how the action is evaluated,
but the Cycle-Aware Keying option will automatically make any newly
added F-Curves cyclic. This allows using the option from the start
to build the cycle, rather than only for tweaking an existing loop.
The curves are made cyclic when they have only one key, either
after inserting the first key, or before adding the second one.
The latter case avoids the need to manually make the first added
curve cyclic after marking a newly added action cyclic.
Differential Revision: https://developer.blender.org/D11803
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Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action. However, currently it
can only be deduced by scanning the keyframes of the curves within
it. This is not ideal if e.g. curves are staggered for overlap.
As suggested by Nathan Vegdahl in comments to T54724, this patch adds
Action properties that allow manually specifying its active frame range.
The settings are exposed via a panel in the Dopesheet and Action Editor.
When enabled, the range is highlighted in the background using a striped
fill to distinguish it from the solid filled regular playback range.
When set, the frame range is used when adding or updating NLA tracks,
and by add-ons using `Action.frame_range`, e.g. FBX exporter.
Differential Revision: https://developer.blender.org/D11803
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Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.
The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.
This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.
The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
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Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.
The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.
This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.
The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
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extracts the search for keyframe segments (consecutive selection of keys)
It will be reused by future graph editor operators
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9360
Ref: D9360
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Alternative to D13291 (description partially copied from there).
New drag & drop reordering code would call constraints reordering
operator with the generic context, and not the one from the panel's
layout. missing the "constraint" member which is mandatory for poll
function to properly deal with override vs. local constraints.
For this to work in a decent way, there needs to be some panel-wide
context that we can restore when executing callbacks outside of the
normal draw context. So similar to uiLayoutSetContextPointer() to set
context on a layout level, this introduces
UI_panel_context_pointer_set() for panel level context (this calls the
former for the current panel root layout as well).
Differential Revision: https://developer.blender.org/D13308
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Adds a new overlay called "Timings" to the Geometry Node editor.
This shows the node execution time in milliseconds above the node.
For group nodes and frames, the total time for all nodes inside
(recursively) is shown. Group output node shows the node tree total.
The code is prepared for easily adding new rows of information
to the box above the node in the future.
Differential Revision: https://developer.blender.org/D13256
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Use a map to speed up search for UI block names.
Time to redraw the node editor was decreased from
around 75-120ms to 40-70ms in a tree with many
Geometry Nodes.
Differential Revision: https://developer.blender.org/D13225
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Conflicts:
source/blender/blenkernel/BKE_blender_version.h
source/blender/blenloader/intern/versioning_300.c
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Original implementation was a quick prototype which should have never
landed as-is in master. It had very limiting constraints and did not
allow for any real further development.
This commit fixes the internal implementation to make more sensible,
maintainable and evolutive.
NOTE: This commit introduces another forward-incompatibility in the
Blender file format: Files saved after this commit won't open properly
in older versions of blender regarding local inserted constraints or
modifiers into overrides of linked data.
NOTE: Technical details: The 'anchor' item name/index is now stored in
`subitem_reference_` members, and the actual 'source' item name/index is
stored in `subitem_local_` members of the override property operation
data.
Previously, only the `subitem_local_` members were used, storing the
anchor item name/index, and assuming the 'source' item was always the
next in the list.
Milestone I of T82160.
Maniphest Tasks: T82160
Differential Revision: https://developer.blender.org/D13282
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D13264
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This reverts commit 717a971035071d36af03d65713408f4da1f69cb3.
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This reverts commit 2a9cfdac7e126e37afb82e15a131717041f3d2f8.
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This reverts commit 5e6fdaa07fff907e02b36813ccde0702bad4fb4d.
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This reverts commit 1d1855e95f916685fed970904fc37701a4a0e031.
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This feature has been desired for some time:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- D1583;
- T37427;
In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes.
The node editor is also impaired because some nodes are far between them and the connectors are too small.
The only disadvantage of this patch (as I see it) is the conflict with the existing key map:
MIDDLEMOUSE:
- enable axis constrain in 3D view;
WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY:
- change the threshold of the proportional edit;
So the patch solution was to change these keymaps:
- MIDDLEMOUSE to Alt+MIDDLEMOUSE;
- WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key);
When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D).
But quickly the user gets used to it.
Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option).
The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79
Differential Revision: https://developer.blender.org/D2624
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The Cycles accurate mode was removed, but the Eevee option for this has
a different meaning and should not have been removed. The Eevee accurate
makes cryptomatte accumulate for every sample, which Cycles has always
done regardless of any option.
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Due to asynchronous process, the preview for a given image may be
generated several times.
This regenerates many thumbs unnecessarily.
The solution is to add the `FILE_ENTRY_PREVIEW_LOADING` flag for file
entries that are still in the thread queue.
So this flag is checked not to redraw the thumb when it is still being
created on a different thread.
Differential Revision: https://developer.blender.org/D11150
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