Age | Commit message (Collapse) | Author |
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Reduce the maximum number of queries to find the face under the
mouse cursor from 6x to 2x on cursor motion.
Calculating the screen-space detail could perform 2x look-ups
which have already been calculated.
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Knife snapping logic assumed having a face under the cursor meant
the projected positions were set.
This is not always the case as failure to ray-cast uses the back-buffer
as a fallback.
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For projection painting tools besides the `DRAW` tool:
- Don't show the texture from viewport stencil drawing.
- Don't show the texture panel.
Based on D10564 by @lichtwerk with own changes.
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Check for indirect ID use after other simple user count checks are made.
Also assert ED_object_base_free_and_unlink_no_indirect_check object
argument isn't indirectly used.
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The grease-pencil parent check was enabled when deleting objects,
when previously it was only done when unlinking.
While harmless, the previous logic is correct.
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Check LIB_TAG_COPIED_ON_WRITE instead of LIB_TAG_NO_MAIN,
matching the behavior of rigid-body shared data.
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da160dc32d1518dc3e59a8fb7995b59c88870444 exposed a bug in
`BKE_id_multi_tagged_delete` causing a memory leak in soft-body that
made `physics_softbody` test fail.
Use a loop to remove ID's to keep tests working until T86992 is fixed.
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Tracing images to grease pencil objects creates sometimes artifacts, as seen, for example, when tracing the attached image. {F9910821}
I have found the same behavior both in the 2.92 release and in the current 2.93 master.
The artifacts are caused by a variable that's not initialized or updated when finding a point tagged as POTRACE_CORNER.
This patch solves this issue.
Maniphest Tasks: T86967
Differential Revision: https://developer.blender.org/D10832
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If the selection order is not used, need to put the strokes in inverse order because the Hash Iter returns the strokes in inverse order.
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- comment added in struct `KnifeTool_OpData`
- struct pointer name `lst` updated to `list` ( Guess its more readable )
- `KNF_MODEL_IGNORE_SNAP_ON` updated to `KNF_MODAL_IGNORE_SNAP_ON`
- `KNF_MODEL_IGNORE_SNAP_OFF` updated to `KNF_MODAL_IGNORE_SNAP_OFF`
Ref D10824
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Use uvedit_uv_select_test which accounts for UV Sync selection.
Ref D10830
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This matches cursor center operator from the 3D view.
Reviewed By: campbellbarton
Resolves T70142
Ref D8271
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Follow documented convention for file naming.
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The `object_delete_exec` lead to `BKE_library_ID_is_indirectly_used`
being called twice. With this patch deleting is around 20% faster.
Example when deleting 10000 objects:
Current: 35.6s
This patch: 18.8s (updated, last rev 29.7s)
Reviewed By: campbellbarton
Ref D9857
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overrides.
One can only resync, reset, delete etc. locl overrides, linked ones are
basically regular linked IDs and fully not editable.
Reported by Demeter from the Studio, thanks.
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Although "Grid" may not be techincally correct since a grid could be 3D,
it was decided to rename the "Plane" primtive to "Grid". The primitive
node allows subdivisions, so the name is more consistent with the
operator in the 3D view.
Ref T86819
This commit includes a file subversion bump for the versioning.
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Changing to a more informative 'Weight Paint' rather than 'WPaint'.
Differential Revision: https://developer.blender.org/D9905
Reviewed by Julian Eisel
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Change `float to boolean` and `int32 to boolean` to return false for zero and negative values.
This aligns with how artists would expect these values to work. This is in contrast to what a coder would expect. It was determined on blender.chat that this was a better default. This means that a negative float value would give a boolean false.
Change `Color4f to boolean` to return false for zero and negative grayscale values.
Likewise, for color to boolean, to account for negative value colors, the grayscale value would be used for determining if a colour was false or not.
See {T86454}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10685
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Activation distance for multi input sockets had different length
dependend of dpi factor. That caused jumping when activation distance
became shorter than snapping distance.
Fixed by removing activation distance and using same function
which is used to evaluate snapping.
Reviewer: Dalai Felinto
Differential Revision: https://developer.blender.org/D10809
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This patch adds support for the remaining operations of the Vector Math
node within Geometry Nodes. While the operations are already available
in the UI, they hadn't been implemented, yet. With this patch the node
uses the implementation that was added for the Attribute Vector Math
node - similar to how it's handled with the Math node and Attribute
Math node.
Differential Revision: https://developer.blender.org/D10650
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Warnings in tooltips were using inconsistent formatting, some in
parantheses, some not, some in caps, others not, some on new lines,
some not, etc.
This patch uses a consistent new line and no capitals for these cases.
Differential Revision: https://developer.blender.org/D9904
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Now that we have `ATTR_DOMAIN_AUTO`, it makes sense to use it to skip
automatic domain interpolation. This can make code that depends on the
non-interpolated domain of the attribute a bit simpler.
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This is runtime only data, no need to deal with it.
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The calculation of the 2D point was wrong when using orthographic mode.
Also small cleanup in float3 variable.
Differential Revision: https://developer.blender.org/D10828
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SocketReader was added as an easier to understand interface on top of
the NodeOperation. It was implemented as a base class of the
NodeOperation and adds an additional hierarchy level.
Ths change replaces the abstract class with a typedef. In the end we
want to remove the typedef but will wait for some new nodes before doing
so.
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The number of users was 0 after applying the modifier.
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Generalize threading settings in proxy building and use them for encoding
and decoding in general. Check codec capabilities, prefer FF_THREAD_FRAME
threading over FF_THREAD_SLICE and automatic thread count over setting it
explicitly.
ffmpeg-codecs man page suggests that threads option is global and used by
codecs, that supports this option. Form some tests I have done, it seems that
`av_dict_set_int(&codec_opts, "threads", BLI_system_thread_count(), 0)`
has same effect as
```
pCodecCtx->thread_count = BLI_system_thread_count();
pCodecCtx->thread_type = FF_THREAD_FRAME;
```
Looking at `ff_frame_thread_encoder_init()` code, these cases are not
equivalent. It is probably safer to leave threading setup on libavcodec than
setting up each codec threading individually.
From what I have read all over the internet, frame multithreading should be
faster than slice multithreading. Slice multithreading is mainly used for low
latency streaming.
When running Blender with --debug-ffmpeg it complains about
`pCodecCtx->thread_count = BLI_system_thread_count()` that using thread count
above 16 is not recommended. Using too many threads can negatively affect image
quality, but I am not sure if this is the case for decoding as well - see
https://streaminglearningcenter.com/blogs/ffmpeg-command-threads-how-it-affects-quality-and-performance.html
This is fine for proxies but may be undesirable for final renders.
Number of threads is limited by image size, because of size of motion vectors,
so if it is possible let libavcodec determine optimal thread count.
Performance difference:
Proxy building: None
Playback speed: 2x better on 1920x1080 sample h264 file
Scrubbing: Hard to quantify, but it's much more responsive
Rendering speed: None on 1920x1080 sample h264 file, there is improvement with codecs that do support FF_THREAD_FRAME for encoding like MPNG
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10791
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Split seeking section of `ffmpeg_fetchibuf()` function into multiple
smaller functions.
Conditional statements are moved to own funtions with human readable
names, so code flow is more clear.
To remove one branch of seeking, first frame is now decoded by
scanning, which will do only one iteration. So nothing has technically
changed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10638
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This adds a Clamp node for Geometry Nodes Attributes.
Supports both Min-Max and Range clamp modes.
Float, Vector, Color and Int data types supported.
Reviewed By: HooglyBoogly, simonthommes
Differential Revision: https://developer.blender.org/D10526
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When rendering with cycles at some point the manifest is trimmed. This
leads to incomplete/corrupted metadata. This patch will make sure that
the manifest parser doesn't crash.
This solved the issue when the manifest is trimmed at the start of a
hash. Eg '"Name":"'.
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Report an error when unwrapping can't solve some UV islands,
note that edge-seams may need to be set.
Address T86936
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This commit adds a node with a "Map Range" operation for attributes
just like the non-attribute version of the node. However, unlike the
regular version of the node, it also supports operations on vectors.
Differential Revision: https://developer.blender.org/D10344
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This adds a new RNA method `Action.flip_with_pose(ob)` to flip the
action channels that control a pose.
The rest-pose is used to properly flip the bones transformation.
This is useful as a way to flip actions used in pose libraries,
so the same action need not be included for each side.
Reviewed By: sybren
Ref D10781
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