Age | Commit message (Collapse) | Author |
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`get_vert_def_nr()` was not checking vert index in bmesh case (aka Edit mode).
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it seems to me the icons are unused:
- VICO_VIEW3D_VEC
- VICO_EDIT_VEC
- VICO_EDITMODE_VEC_DEHLT
- VICO_EDITMODE_VEC_HLT
- VICO_DISCLOSURE_TRI_RIGHT_VEC
- VICO_DISCLOSURE_TRI_DOWN_VEC
- VICO_MOVE_UP_VEC
- VICO_MOVE_DOWN_VEC
- VICO_X_VEC
Since their code contains immediate mode GL calls and they seem to be unused i thought we could remove them.
Reviewers: mont29
Reviewed By: mont29
Subscribers: merwin
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D2356
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Linked data should not be modified in such a way.
Reported by Nathan here in the studio, reviewed by Bastien, thanks!
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The rotation case here only covered rotation by the "Rotate" tool, but skipped
the "Trackball" tool.
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Regression from 2.77a. The units for the min/max limits were changed in RNA
but the pose channels were still being initialised with in degrees.
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On second and third thoughts, this should have been done that way since
the begining, cases were you just delete a few data-blocks without any
serious knowledge of their usages are much, much more frequent than
cases where you are deleting thousands of data-blocks and are sure they
are not used anywhere anymore...
Own fault, but really frustrated that this topic was only raised the day
after 2.78a was released. :(
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This has nothing to do here (freeing is not unlinking/remapping!), and
was actually redoing something already taken care of by
`BKE_libblock_relink_ex()` call in `BKE_libblock_free_ex()`.
Also, gives some noticeable speedup when removing datablocks with
do_unlink=True, about 5 to 10% quicker e.g. when deleting all objects
from a py console, in a big production file...
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This commit reverts part of a fix for T33275, but things are:
- I can not reproduce the original issue at all, so doesn't seem to
cause any regressions.
- It is really bad idea to do delayed initialization in the threaded
environment, it's a straight way to some nasty issues.
- We can't do things like this anyway because we go more granular,
meaning such a delayed initialization will fail in the case of
having several IK solvers (unless they properly accommodate to
changed bone head).
- Verified the fix with various files from Mango project and all of
them seems to work nice with new depednency graph now (old depsgraph
has some flickering, but it's not related on DEG itself, but on
an environment with lots of proxies and threaded evaluation and it
is not a new behavior).
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This reverts commit 9b5a32cbfb8a8565202bdccd232c53f98b62eeec.
Apparently it is possible to have other thread mocking around with the hash.
Needs deeper investigation, for the time being reverting to prevent crashes.
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This makes heavy scenes to be freed almost instantly (so now
quadbot scene takes only 0.06sec to free),
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Added BKE_libblock_free_data_ex() which takes special do_id_user
argument which basically indicates whether main database was already
taken care about not having "dead" pointers.
Gives about 40% speedup of main database free with quadbot scene
(3.4sec vs. 5.4 sec on quite powerful desktop).
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Just fixing crash itself. Actually operator shouldn't run in most editors (not in dopesheet either I guess), but don't want to spend time on that right now.
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This option makes an operator to not push a task to the undo stack if the previous stored elemen is the same operator or part of the same undo group.
The main usage is for animation, so you can change frames to inspect the
poses, and revert the previous pose without having to roll back tons of
"change frame" operator, or even see the undo stack full.
This complements rB13ee9b8e
Design with help by Sergey Sharybin.
Reviewers: sergey, mont29
Reviewed By: mont29, sergey
Subscribers: pyc0d3r, hjalti, Severin, lowercase, brecht, monio, aligorith, hadrien, jbakker
Differential Revision: https://developer.blender.org/D2330
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Was a residue from another experiment, caused infinite loop when
reporting dependency cycles.
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No need to track previous edge in vert-separate cleanup
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Use changes from previous commit for BM_vert_find_first_loop.
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- `bmesh_radial_faceloop_find_first` & `bmesh_disk_faceedge_find_first`
can be replaced with a single call to a new function:
`bmesh_disk_faceloop_find_first`
- `bmesh_disk_faceedge_find_first` called `bmesh_radial_facevert_check`
which isn't needed, since either the current or next loop in the
cycle is attached to the edge we're looking for.
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No need to perform edge-of-vert then loop-of-edge check.
Any vertex that has an edge with a face will be connected to a face.
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Edge-rotate would randomly flip one of the faces to match the other.
Also maintain active-face when rotating the edge.
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Failed edge rotation could leave unselected edge between selected faces,
also report warning when edges fail to be rotated.
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Just return the face or NULL, like BM_edge_exists(),
Also for BM_face_exists_overlap & bm_face_exists_tri_from_loop_vert.
No functional changes.
Old code did some partial overlap checks where this made some sense,
but it's since been removed.
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Object freeing may in some kind access its obdata (in case it has some
caches e.g.), since here obdata may have already been freed, let's set
object's data pointer to NULL (probably not ideal solution, but we don't
care much, those form archipelagos of unused linked datablocks,
we nuke'em all anyway).
Also fix stupid mistake in one of own recent commits (using ID we just
freed, tsst...).
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function to accept meshes without vertices as well
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This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.
Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).
Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.
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Pass in loops instead of edge & faces.
Nearly all callers have the loop-pairs to pass in.
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Do not set 'real user' to groups every time we run the first clearing loop.
And do fully clear properly LIB_TAG_DOIT (this is not yet enforced in
existing code, but would love to get to that stage in future, so let's
do it at least with new code!).
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Basic idea is to split first loop in two, and run checks before making
anything actually local, to detect data-blocks that we can directly make
local (because we are sure they are only used by already/future local
datablocks).
This allows to avoid a lot of overhead in later 'cleanup' steps of this
function, here with barbershop shot it's four times quicker (from 190s to 48s).
We are still far from the instantaneous results of MakeLocal in 2.77,
but in that version main characters lose their connection to their
armature and remain static after makelocal, so guess new code is still
better. ;)
There are probably more optimizations possible here, but would rather
polish this area of code once we get rid of proxies, those really
make it a nightmare to work on.
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This *should* work, but do not hesitate to revert in case it creates new
crashes in append or makelocal processes.
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empty
If the opengl render with grease pencil is run from VSE with the current
frame outside visible frames, the render pass is wrong and the render
must be canceled because nothing to render. Related to #T49975
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Before this commit, the brush set was created with the first stroke
drawing, but if the user creates the datablock or the layer manually
(not drawing) the brush list was empty.
This commit complement the python fix by Sergey:
https://developer.blender.org/rB89c1f9db37cc1becdd437fcfdb1877306cc2b329
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Culprit here was once more proxies. Think what was happening here was:
1) Both proxy and proxified armatures' PoseChannels were cleared
(needed after remapping due to Bone pointers being stored in pchans).
2) Proxy PoseChannels got rebuilt in `BKE_pose_rebuild_ex()`, which ends,
in proxy cases, by actually replacing rebuilt pchans by those from
the proxified object... which has not yet been rebuilt.
Fixed the issue by merely adding bone pointer to data copied from
original pchan into new 'from proxy' one... Sounds much, much safer and
sanier anyway, that way we can be sure bone pointer is actually pointing
to a bone of the object's armature (this is supposed to be the same
Armature datablock between proxy and proxified objects, but that may not
be always true especially during makelocal process).
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Did similar trick to old dependency graph: tag invisible relations for update.
Might need some re-consideration, see the comment.
This should solve our issues with powerlib addon here in the studio.
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Was causing relations be build twice in certain cases.
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New dependency graph expects strict separation between nodes and relations builder,
meaning, if we try to create relation with an object which is not in the graph yet
we'll have an error in depsgraph.
Now, so far object nodes were created from bases of the current scene, which caused
missing objects in graph in certain cases.
Didn't find better approach than to simply ensure object nodes exists when we know
they'll be used by relation builder.
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Might have caused nodes created multiple times for the same object.
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