Age | Commit message (Collapse) | Author |
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Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
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Missing return statement in recent commit. Code is disabled by default,
so might not have been noticed.
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Fixes very rare cases where the UV Cylinder Project, UV Sphere Project
and UV From View might not set the translation correctly if the scale
is exactly 1.0.
Mainly fixed because this code might later be reused elsewhere.
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Retrieve the surface UV coordinates with the attribute API instead of
the helper function. This allows more flexibility of data types (and
domains), which is helpful especially because geometry nodes
can't write 2D vectors yet.
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Use the newly added node topology cache to find the node that contains
a socket rather than looping through all nodes every time. The change
improves performance of drawing a some large node trees by 2-3x.
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This patch adds a placeholder for the vulkan backend.
When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`)
it might open a blender screen, but nothing should be visible as
none of the functions are implemented or otherwise crash on a nullptr.
This is expected as this is just a placeholder. The goal is to add shader compilation
+validation to this backend as one of the next steps so we can validate
changes to existing shaders on OpenGL, Metal and Vulkan at the same time.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16338
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Error introduced in rBa7aa0f1a0c24
Mentioned in https://pvs-studio.com/en/blog/posts/cpp/1004/
It could cause the absolute snap to the y direction to fail in
some editor.
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Prefer using the native path separator for low level path functions.
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Previously both slashes were considered when joining paths, meaning
slashes that were part of the path name could be stripped before joining
the path.
Prefer using the native path separator for low level path functions,
callers can always convert slashes into the expected direction if they
need. This also matches BLI_path_append behavior.
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This is defined by a system header (xatomic.h) with MSVC.
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This was because `stroke_id` was not using `vertex_start`.
But since `vertex_start` is not 1 based like it used to be, we need to add
1 to it to avoid a fragment depth of `0.0` which would be equal to the
background and not render.
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There were two problems:
* The stroke was deleted if the last point was selected. Now
the stroke is flipped because is faster.
* If the second point was selected, the first point was removed
because the internal api, removed one point strokes by
default. This was done becaus ethe tools that used this API
did not need one point strokes as result. Now this optional
and keep one point strokes.
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This is a convenience when one needs to often change the current framebuffer
and avoid the overhead of creating many Main/Simple passes.
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Was caused by uvs not being sourced from the correct buffer.
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This allows using drawcalls with non default vertex range.
These calls will be culled like any other instance by the GPU culling
pipeline. But they will not be batched together since the vertex range
is part of the group.
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Copying and appending is unnecessarily verbose with each call having to
pass in the buffer size.
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Avoid copying the string then calling BLI_path_slash_ensure afterwards.
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BLI_path_slash_ensure was appending to fixed sized buffers without
a size check.
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Regression in [0], accessing the path from the file selector relied on
BLI_join_dirfile adding a trailing "/" when the filename was empty.
[0]: 9f6a045e23cf4ab132ef78eeaf070bd53d0c509f
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When pushing down an Action to a new NLA track, the track is now named
after the Action.
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MSVC give a rather large warning when using blender::parallel_sort
without using a lambda for the comparison.
Fixed by using a lambda
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There was a problem with the hash table that was
not created as expected.
Also fixed an unreported memory leak in Grab tool not
related to this crash but detected during debug.
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* External engines do not use the PBVH and need slower depsgraph updates.
* Final depsgraph tag after stroke finishes was missing for sculpt color
painting, caused missing updates for other viewports as well as any
modifiers or nodes on other objects using the colors.
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Updates for cursor could cause the paint data to be continuously refreshed,
which is pretty cheap by itself, but not when it starts tagging the depsgraph.
The paint slot refresh code ideally should not be doing depsgraph tags at all,
but checking if there were changes at least avoids continuous updates.
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Recent refactoring to use uint relied on indirect includes and precompiled
headers for uint to be defined. Explicitly include BLI_sys_types where this
type is used now.
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Note: Still need to fix PBVH_BMESH.
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Followup to rBfb424db2b7bb. Found some more candidates.
UI colors should use PROP_COLOR_GAMMA to avoid being affected by scene
color management (clarification by @brecht).
Differential Revision: https://developer.blender.org/D16337
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These are unecessary now that we can bind buffers as textures directly.
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Was caused by an extra point per stroke being drawn.
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This change the attribute binding scheme to something similar to the
curves objects. Attributes are now buffer textures sampled per points.
The actual geometry is now rendered using an index buffer that avoid too
many vertex shader invocation.
Drawcall is wrapped in a DRW function to reduce complexity of future
changes.
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This led to the color actually looking different on the node body itself
vs. in the panel, also using the colorpicker gave unexpected results.
UI colors should use PROP_COLOR_GAMMA to avoid being affected by scene
color management (clarification by @brecht).
Maniphest Tasks: T99603
Differential Revision: https://developer.blender.org/D16334
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As a consequence of this, subsequent box-selection of bones would not
show correctly in Animation Editors (not showing the channels there
because of the lack of an active object).
The bug was caused by rBba6d59a85a38.
Prior to said commit, code logic was relying on the check for `basact`
being NULL to determine if object selection changes need to happen.
After that commit, this was handled by a `handled` variable, but this
was not set correctly if `basact` is actually NULL after the initial
pick (aka deselection by picking).
Maniphest Tasks: T101933
Differential Revision: https://developer.blender.org/D16326
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The number of node groups was including the fake user count.
I was ignoring the Fake User, and how it affects the id->us count.
This problem was present since the initial commit: 84825e4ed2e09895.
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This was caused by a wrongly sized vertex buffer for the stroke buffer.
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For some reason stroke_id needs to be the triangle index, not the vertex
index.
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I did a poor master merge in D14920 before landing and AV_CODEC_ID_AV1
accidentally ended up in `ffmpeg_format_items` rather than
`ffmpeg_codec_items`
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UI panel may suggest, that disabling "Proxy & timecode" would cause
timecodes not being used, but this was not the case. Now timecodes will
be used only if the checkbox is checked.
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The bug has existed since crasy space was implemented.
rBbf8a26b7453d made the error even worse as the
`modifiers_disable_subsurf_temporary` function, which works like a
toggle, did not temporarily re-enable subsurf.
The main problem is that the derived mesh is modified but not marked as
dirty at the end.
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Commit bcc56253e26e introduced 3 frame negative offset for seeking. This
can result in negative seek values.
Ensure, that seek value is always positive.
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Internal links are run-time/derived data. Therefore it is not necessary
to load them from .blend files where invalid internal links may be stored.
They will be regenerated after a node tree is loaded anyway.
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Vertex indexing has not been updated and stroke_start usage was wrong.
Update all `stroke_start` usage.
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`vert_len` was being shadowed and index_min & max wasn't correctly set.
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Batching was broken / disabled and starting indices were wrong.
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Mistake in own rBb6a35a8153c3 which caused code to always recurse into
bone hierarchies (no matter which collapsed level an armature was
found).
This led to bone counts always being displayed even outside a collapsed
armature (e.g. if an armature was somewhere down a object or collection,
the collapsed object or collection would show this bonecount).
This is inconsistent with other data counting in the Outliner, e.g.
vertexgroups or bonegroups do have their indicator at object level,
however the counter only shows if `Vertex Groups` or `Bone Groups` line
shows (so if the object is not collapsed).
And this also led to the bug reported in T101946 which was that the bone
counts would be treated as collections when further down a collapsed
hierarchy.
Background: The whole concept of `MergedIconRow` is based on the concept
of counting **objects types or collectinons/groups**. If other things
like overrides, vertexgroups or bonegroups are displayed in a counted/
merged manner, then these will always be counted in the array spots that
are usually reserved for groups/collections. But for things this is not
a problem (since these are only displayed below their respective
outliner entry -- and will never be reached otherwise).
So to correct all this, we now only recurse into a bone hierarchy if a
bone is at the "root-level" of a collapsed subtree (direct child of the
collapsed element to merge into).
NOTE: there are certainly other candidates for counted/merged display
further up the hierarchy (not just bones -- constraints come to my mind
here, but that is for another commit)
Maniphest Tasks: T101946
Differential Revision: https://developer.blender.org/D16319
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