Age | Commit message (Collapse) | Author |
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The driver code was almost there, but didn't work because ID nodes
have no outlinks - and using links won't be safe anyway because of
ordering issues. Instead, just loop over all IDNodes.
Animation is fixed simply by referring to ARMATURE_EVAL instead of
BONE in construct_node_identifier - the bArmature ID doesn't have
BONE components in any case, so the old identifier can't work.
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During driver var evaluation, the code directly skips to the proxy
object if present, so the dependencies should reflect that, instead
of inventing extra relations to pretend as if the values were
first copied from the proxy - they actually aren't.
The invented dependencies can't work without cycles in complex but
meaningful cases, e.g. drivers on armature data that depend on pose.
This alters the changes from 72cbf966fb91 to be more correct.
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This macro is handy in at least two occasions:
* When you want to check the optimized generated assembly for
some small function that would get inlined otherwise.
* The marked function will be visible in profiling results.
I can't test the implementations for other compilers now,
so I did not include them.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D4754
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apply right.
Some deform modifiers (like armature) use passed Mesh parameter to
retrieve some extra data (vgroups in our case), and default to obdata
when it is not available.
This should be fine in theory in the 'apply modifier to obdata' case,
since this is always the first modifier, but here upper-level code
passes **evaluated** object, not orig one, so ob->data is not orig
anymore, and might miss some stuff...
Note that am quiet unsure whether the way evaluated data is passed
around in that apply modifier operator code is actually OK, but for now
it seems to work at least...
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and object.
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Also enable undo + register for select linked.
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When the 'type' property is set,
execute the operation instead of showing the menu.
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Introduced in recent fix for T61554
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D4751 by @Poulpator
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This patch implements new cache system.
Aim is to give user more control over cache, so it can be maximally
utilized. This is done through sequencer timeline side panel
in category proxy & cache.
Cached images are also visualized in timeline, controled by
sequencer timeline view->cache menu
Functional changes:
- NOT use IMB_moviecache API
- refactor names of cached image types
- each scene owns 1 sequencer cache
- merge preprocess cache into per-sequencer cache
- cache links images rendered per frame in order as they are created
- add cache content visualization tool
- add RNA properties to control the cache
More info can be found in design notes in blenkernel/intern/seqcache.c
and in https://developer.blender.org/D4443
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4443
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Actually, the static functions had the same name used for grease pencil.
Now, the annotation functions have a different prefix.
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This patch fixes T63794 by updating duplicated bones' custom handle references
to point to the new armature's bones.
The problem occurs because B-Bones of a duplicated armature keep pointing to
the old armature's bones. The references are cleared upon entering Edit Mode
because there are no matching `EditBone` for such bones, and `find_ebone_link`
just returns `NULL` in such cases.
Reviewers: mont29, angavrilov
Maniphest Tasks: T63794
Differential Revision: https://developer.blender.org/D4726
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fix T63936 introduced in 86914e713347.
Reviewers: fclem
Reviewed By: fclem
Tags: #bf_blender
Maniphest Tasks: T63936
Differential Revision: https://developer.blender.org/D4750
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The value of the z-depth was too high. Now the value is valid for perspective and orthographic view.
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This is a previous step to move away the derived frame logic to be used in edit modes.
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Cycles check for infinity and return 0.0 otherwise.
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When running blender in paths with special characters this caused issues.
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Logic about computing of poly normals in final stage of modifier stack
evaluation was broken, giving also wrong loop normals.
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This patch also improve cache locality of the IBO filling. I did not benchmark if it made
any difference.
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drw_batch_cache_generate_requested() is only needed when the geom needs to be
created.
Went from 37fps to 47fps with artificial testcase (lots of bones with one custom shape). Baseline 2.79 is 24fps.
Also fix the drw_shgroup_bone_custom_wire.
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Display sculpt mesh if there is a sculpt session.
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If the draw uses the same id as the previous draw, there is no need to read the depth
buffer at this point, avoiding a CPU-GPU sync bubble.
Fixes T62511 Selection is significantly slower in production scenes.
With this patch glReadPixels is not the bottleneck. Regular drawing Is still very
slow so I would suggest fixing the regular drawing first before trying to
improve the selection algorithm.
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Fix instancing batches not being reused by custom bone shapes.
Drawing thoses is now faster than 2.79 (40fps instead of 30fps)
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Adding and removing drivers must always tag relations for update.
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Also support drag for box-select, matching the outliner.
D4660 by @Poulpator with edits.
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This was cause by the SSS energy being lost when using SSRefraction. Also the mix
shader did not merge the discarded SSS light into the radiance.
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That was causing crashes when loading uncompressed avi files created with blender 2.79.
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almost zero horizontally
Reviewers: brecht
Maniphest Tasks: T63605
Differential Revision: https://developer.blender.org/D4690
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If the Tabs as Spaces settings is enabled for the text block. This avoids
issues with inconsistent indentation when pasting Python code from another
source.
Differential Revision: https://developer.blender.org/D4512
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This restores functionality lost with e8c9e85401ef.
Differential Revision: https://developer.blender.org/D4714
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screen_geom_vertices_scale already checks if areas are too small for header.
And header size will be set in region_rect_recursive from ED_area_initialize.
Differential Revision: https://developer.blender.org/D4711
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Differential Revision: https://developer.blender.org/D4712
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Differential Revision: https://developer.blender.org/D4682
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The culing still seems to be off but at least it is enabled now.
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