Age | Commit message (Collapse) | Author |
|
|
|
Not entirely sure why this was not an issue for 16.9
but TBB includes the Windows.h header which by default
will define min and max macro's
These collide with the stl versions in <algorithm>
This patch requests Windows.h not to define the
problematic macro's, resolving the conflict.
|
|
|
|
Caused by {rB66923031e6f2}.
Code would process unselected sequences and skip selected, needs to be
the other way around.
Maniphest Tasks: T88635
Differential Revision: https://developer.blender.org/D11424
|
|
Reported by studio (@andy), thanks.
|
|
When using the operator `ui.copy_data_path_button(full_path=True)` ({key
ctrl shift Alt C} on hover) the copied path does not consider the
library origin. That means that when there is a name clash the data path
is not accurate and refers to the local item instead.
This patch adds the library (if the ID is linked) of the returned string
from RNA_path_full_ID_py.
bpy.data.objects["Cube", "//library.blend"] instead of
bpy.data.objects["Cube"]
note: parsing this happens in
pyrna_prop_collection_subscript_str_lib_pair_ptr
Maniphest Tasks: T88499
Differential Revision: https://developer.blender.org/D11412
|
|
|
|
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.
Timings before: between 0.000069s and 0.000362s.
Timings after: between 0.000032s and 0.000092s.
Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.
Future improvements are possible by generating the index buffer
of hair directly on the GPU.
NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
|
|
|
|
We need to re-evaluate what needs to be resynced after each step of
processing overrides from a given 'indirect level' of libraries.
Otherwise, recusrive overrides (overrides of linked overrides) won't
work.
Note that this should not change too much in practice currently, since
there are other issues with recursive overrides yet.
Also, checks (CLOG errors) added show that some ID (node trees) seem to
be detected as needing resynced even after beig just resynced, this
needs further investigation still. Could be though that it is due to
limit currently set on nodetrees, those are always complicated
snowflakes to deal with...
|
|
Oversight in {rB470f17f21c06}.
Hiding was only done for the first mesh, then the operator finished (in
case of UV_SYNC_SELECTION).
Now just continue to the next.
Maniphest Tasks: T88625
Differential Revision: https://developer.blender.org/D11413
|
|
|
|
Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.
This reverts commit 5c4d24e1fd752a8a89d44d05e8e3f9b31f2d7db0.
Ref T88368, D10084
|
|
This allows choosing material and texture sockets for the group input
node in the modifier. Note that currently grease pencil materials are
displayed in the list, even though grease pencil data is not supported
yet by geometry nodes. That is more complicated to fix in this case,
since we use IDProperties to store the dynamic exposed inputs.
Differential Revision: https://developer.blender.org/D11393
|
|
|
|
We need a pointer to this in DNA, which means it cannot be a class.
|
|
This patch adds relatively small changes to the curve draw
cache implementation in order to draw the curve data in the
viewport. The dependency graph iterator is also modified
so that it iterates over the curve geometry component, which
is presented to users as `Curve` data with a pointer to the
`CurveEval`
The idea with the spline data type in geometry nodes is that
curve data itself is only the control points, and any evaluated
data with faces is a mesh. That is mostly expected elsewhere in
Blender anyway. This means it's only necessary to implement
wire edge drawing of `CurveEval` data.
Adding a `CurveEval` pointer to `Curve` is in line with changes
I'd like to make in the future like using `CurveEval` in more places
such as edit mode.
An alternate solution involves converting the curve wire data
to a mesh, however, that requires copying all of the data, and
since avoiding it is rather simple and is in-line with future plans
anyway, I think doing it this way is better.
Differential Revision: https://developer.blender.org/D11351
|
|
The point separate node should create a point cloud from control points
in this case, but for now disable the node on curves to avoid the crash.
|
|
|
|
It wasn't obvious this function cleared the tag as well.
|
|
This patch removes unnecessary calls to `BKE_main_id_tag_all` where the
same job is done by `BKE_main_id_clear_newpoins` on the following line.
Reviewed By: campbellbarton, mont29
Ref D11379
|
|
Use array instead of ListBase for line art
bounding area linked triangles and edges.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11302
|
|
Change `reln` to `eln`.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11411
|
|
inter-dependencies.
This is not supposed to happen, but better be safe than sorry, and
assume it is beyond unlikely that someone would use chains of over 10k
linked libraries.
|
|
Very stupid mistake in libraries indirect-level building code, was not
skipping 'loop-back' ID pointers.
Note that we also need some level of checks for the case where there
would be an actual dependency loop between libraries, this is not
supposed to be possible, but better be safe than sorry. Will add in next
commit.
|
|
|
|
|
|
An arbitrary size offsets was used in float_array_to_string,
simplify the loop, use exact size limits.
Also rename variables so it's clear which array the length apply to.
|
|
Event though in practice this wasn't causing problems as the fixed size
buffers are generally large enough not to truncate text.
Using the result from `snprint` or `BLI_snprintf` to step over a fixed
size buffer allows for buffer overruns as the returned value is the size
needed to copy the entire string, not the number of bytes copied.
Building strings using this convention with multiple calls:
ofs += BLI_snprintf(str + ofs, str_len_max - ofs);
.. caused the size argument to become negative,
wrapping it to a large value when cast to the unsigned argument.
|
|
|
|
|
|
This was missing from rB207472930834a2916cf18bbdff51bcd77c6dd0c0.
|
|
A deadlock could happen under certain circumstances when
geometry nodes is used on multiple objects.
Once T88598 is resolved, multi-threading can be enabled again.
Differential Revision: https://developer.blender.org/D11405
|
|
While the advantage isn't large,
it's simpler to skip the intermediate link.
Also remove unused next and previous struct members
from MeshUndoStep_Elem.
|
|
When editing more than 1 object at a time, complete copies of each mesh
were being stored. Now the most recent undo-data for each mesh is used
(when available).
|
|
Since rBb67fe05d4bea, the dependency graph supports relations
on collection geometry, and the nodes modifier uses that.
|
|
- Iterate over the mask directly instead of using an index.
- Use Span slice and copy_from instead of a lower level function.
|
|
This commit adds interpolation from the point domain to the spline
domain and the other way around. Before this, spline domain attributes
were basically useless, but now they are quite helpful as a way to use
a shared value in a contiguous group of points.
I implementented a special virtual array for the spline to points
conversion, so that conversion should be close to the ideal performance
level, but there are a few ways we could optimize the point to spline
conversion in the future:
- Use a function virtual array to mix the point values for each spline
on demand.
- Implement a special case for when the input virtual array is one of
the virtual arrays from the spline point attributes. In other words,
decrease curve attribute access overhead.
Differential Revision: https://developer.blender.org/D11376
|
|
This patch fixes a long-standing complaint from users:
the console window shortly flashing when they start
blender.
This is done by adding a new executable called
blender-launcher.exe which starts blender.exe while
hiding the console.
Any command line parameters given to blender-launcher
will be passed on to blender.exe so it'll be a drop
in replacement.
Starting blender.exe on its own will still function as
a proper console app so no changes required here for
users that use blender for batch processing.
Notable changes:
Registering blender (-R switch) will now register
blender-launcher as the preferred executable.
This patch updates the installer and updates the
shortcuts to start blender-launcher.exe rather
than blender.exe
Differential Revision: https://developer.blender.org/D11094
Reviewed by: brecht, harley
|
|
|
|
The output curve's spline attribute domain custom data needs to be
reallocated with the correct length after adding the splines.
|
|
This reverts commit 8f9599d17e80254928d2d72081a4c7e0dee64038.
Mac seems to have an error with this change.
```
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src'
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src'
ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1
ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2
ERROR: make: *** [all] Error 2
```
|
|
Pass the string size as this is less error prone in general.
|
|
The newly added `disable_masks_viewlayer` RNA property did not conform
with the RNA naming scheme. This renames it to `use_viewlayer_masks`.
|
|
The skin modifier was moving vertices without updating normals for the
connected faces, this happened when smoothing and welding vertices.
Reviewed By: mont29
Ref D11397
|
|
Move reproject_type into an extern, to avoid declaring multiple times.
|
|
Recursive resync means also resyncing overrides that are linked from
other library files into current working file.
Note that this allows to get 'working' files even when their
dependencies are out of sync. However, since linked data is never
written/saved, this has to be re-done every time the working file is
loaded, until said dependencies are updated properly.
NOTE: This is still missing the 'report' side of things, which is part
of a larger task to enhance reports regarding both linking, and
liboverrides (see T88393).
----------
Technical notes:
Implementing this proved to be slightly more challenging than expected,
mainly because one of the key aspects of the feature was never done in
Blender before: manipulating, re-creating linked data.
This ended up moving the whole resync code to use temp IDs out of bmain,
which is better in the long run anyway (and more aligned with what we
generally want to do when manipulating temp ID data). It should also
give a marginal improvement in performances for regular resync.
This commit also had to carefully 'sort' libraries by level of indirect
usage, as we want to resync first the libraries that are the least directly
used, i.e. libraries that are most used by other libraries.
|
|
Embedded IDs do not own their own override data, but rather use the one
from their owner.
|
|
Even though shepkeys are not strictly speaking an embedded data, they
share quiet a few points with those, and from liboverride perspective
they are embedded, so...
|
|
This is obviously not saved, and should never be editable, so was only a
waste of time.
|