Age | Commit message (Collapse) | Author |
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Large objects with many separate pieces became unstably slow
(run for hours and not finish).
The entire original mesh was being duplicated twice per loose part.
In own tests, millions of vertices and thousands of loose parts
now run in around 5-15 seconds.
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These existed for verts & edges, add for API completeness.
Also add ED_mesh_geometry_clear,
needed to reduce memory for edit-mesh separate.
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saved file
This fixes the crash, but it does not fix the core issue. The PBVH should
always be available when an object is in sculpt mode and tools should
not need to check for that.
Reviewed By: jbakker
Maniphest Tasks: T70790
Differential Revision: https://developer.blender.org/D6063
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tools
Reviewed By: jbakker
Maniphest Tasks: T70839
Differential Revision: https://developer.blender.org/D6071
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Was cause by recent fix for T65134 which assigned original object's
proxy_from to an evaluated pointer.
This is because motion path depsgraph does not include proxies, so
the pointer in an evaluated object was kept pointing to an original
object.
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Caused by rB46102cf4e0c4 [which removed the check if the image can
actually be loaded].
Maniphest Tasks: T70903
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6089
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Fix the ray direction computation.
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Was caused by division not giving a fully opaque alpha value.
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A regression since previous fix for proxy. Restore old code for copying
values to an original pose channel.
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'PE_set_data' / 'PE_set_view3d_data' would give us a depsgraph already,
so use it.
Also fix access to PEData->depsgraph without calling 'PE_set_data' prior.
Addresses concern raised in rBcf2c09002fae.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D6067
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When displaying the voxel size for an adaptive domain the resolution of the adaptive domain was used to calculate the world size of the voxel.
This patch changes this to use the initial size of the domain.
When using adaptive domain the overlay was not rendered in the right
place.
Thanks to sebbas for part of the patch!
Reviewed By: sebbas, fclem
Differential Revision: https://developer.blender.org/D6076
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Caused by what appears to be a missing flush from evaluated bone back to
original, which then makes it so copy-on-write operation happening after
click (to synchronize selection flags) pushes original bone to its initial
position.
Differential Revision: https://developer.blender.org/D6051
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The auto-smoothing flag can now be used by artists when the Alembic file
does not contain custom loop normals.
- Auto-smoothing disabled: mesh is flat-shaded.
- Auto-smoothing enabled: works as usual; set angle to 180° to ensure
a 100% smoothed mesh.
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The lines were not using the matrix to calc the tarnsformation.
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Missing one step (collection prop itself) in RNA hierarchy of properties
leading to those armature object pointers...
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Cast occurs first, making any flag enable this option.
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When the relative mode was used, the calculation of the total number of vertices was not done and it was using the total number of vertices in the datablock. This worked for small files, but with complex files the time to allocate all the data was too long and the performance was very bad.
Now, for relative mode the real number of vertex is calculated.
Also fixed the same problem when onion and multiedit is enabled.
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Caused by 4ddf3215a7df
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This was caused by 2 things: Shadow map bias and aliasing.
It made the expected depth of the shadowmap further than the surface
itself in some cases. In normal time this leads to light leaking on normal
shadow mapping but here we need to always have the shadowmap depth above
the shading point.
To fix this, we use a 5 tap inflate filter using the minimum depth of all
5 samples. Using these 5 taps, we can deduce entrance surface derivatives
and there orientation towards the light ray. We use these derivatives to
bias the depth to avoid wrong depth at depth discontinuity in the shadowmap.
This bias can lead to some shadowleaks that are less distracting than the
lightleaks it fixes.
We also add a small bias to counteract the shadowmap depth precision.
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Before this patch you could go to a local view with a single object,
while you had other objects also in edit mode, and your operators would
affect all objects even the ones outside your local view (same for local
collection).
Differential Revision: https://developer.blender.org/D6064
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Background dithering was introduced to solve banding issues on gradient backgrounds.
This patch will enable dithering based on the texture that is used for drawing.
Only when using a GPU_RGBA8 texture the dithering will be enabled.
This disables dithering for final rendering, vertex and texture paint modes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6056
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self
Spotted while looking into T70845
Reviewers: sergey, ISS, campbellbarton
Differential Revision: https://developer.blender.org/D6073
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Silence deprecation warnings running with Python 3.8.
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Regression in d617466d87863d75a
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Internally the function uses float's, RNA exposed args as int's.
Python3.8 warns about int/float conversion in toolbar drawing code.
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The callbacks get elements through indexes,
so make sure they're not "dirty".
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Differential Revision: https://developer.blender.org/D6058
Reviewers: brecht, fclem
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My bad for not figuring out how to run our unittests since I got back to
Windows.
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Was crashing due to RBW mssing shared->physics_world [which can happen
when undoing the deletion of the last object in the world].
This can be gained back by BKE_rigidbody_validate_sim_world.
Reviewed By: mont29
Maniphest Tasks: T70667
Differential Revision: https://developer.blender.org/D6037
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Sequence Editor
Code in 'seq_render_mask' will effectively do
BKE_mask_evaluate(mask_temp, mask->sfra + (cfra - fra_offset), true)
where 'fra_offset' is zero for absolute and seq->start for relative.
If we really want the scene's current frame (as advertised) if Mask Time
is set to Absolute (effectively ignoring the Mask Settings start/end) we
need to change the fra_offset from zero to mask->sfra.
Also BKE_animsys_evaluate_animdata should take mask->sfra into account
as well (otherwise mask animation [points] and other animation [e.g.
opacity] will run out of sync)
Reviewers: campbellbarton, ISS
Maniphest Tasks: T68700
Differential Revision: https://developer.blender.org/D5495
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the radius is zero)
Merge threshold for remove_doubles was hardcoded, now scaled by depth.
Reviewed By: campbellbarton
Maniphest Tasks: T70560
Differential Revision: https://developer.blender.org/D6001
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The default precision displayed 1.001 as 1.00,
leading to confusing final FPS values.
Fixes T70827
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Missed from fix for T70594 which reversed the normals,
Resolves T70809
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Allow different splash heights, without this changes the the
default splash would stop app templates splash screen from loading.
This also allows the default splash height to change without
manually editing the layout.
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Now local collections are fully working with cycles preview, while the
collection visibility bug is fixed.
Local collections were not working with cycles viewport even before the recent
commit to allow users to show collections that are hidden in the view layer.
It just got worse with said commit (0812949bbc3d).
Differential Revision: https://developer.blender.org/D6034
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