Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D10410
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Since {rB7a6b46aac56b}, particle systems were named "ParticleSettings"
by default, same as particle settings themselves. These are not the same
thing and their names should reflect that.
Issue came up in T86366.
Now name them "ParticleSystem" by default, name uniqueness is preserved
for both system and settings.
Maniphest Tasks: T86366
Differential Revision: https://developer.blender.org/D10641
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But this time the root cause. Writing undo files is done in a separate
thread. This patch moved the updating of the matte_id when the user
actually changes the matte.
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This reverts commit 7f3649874070de38131263317d02906d50279f93.
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Used for local structs/variables,
since `ofs` is by far the most widely used abbreviation.
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The commit rB6f63417b500d that made exact boolean work on meshes
with holes (like Suzanne) unfortunately dramatically slowed things
down on other non-manifold meshes that don't have holes and didn't
need the per-triangle insideness test.
This adds a hole_tolerant parameter, false by default, that the user
can enable to get good results on non-manifold meshes with holes.
Using false for this parameter speeds up the time from 90 seconds
to 10 seconds on an example with 1.2M triangles.
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The Exact boolean used in the cell fracture addon incorrectly
kept some outside faces: due to some raycasts going into open
eye socket then out of the head, leading to one ray direction
(out of 8) saying the face was inside the head. The current
code allowed 1 of 8 rays only as "inside" to accommodate the
case of a plane used in boolean to bisect. But this cell fracture
case needs more confidence of being inside. So changed the
test for intersection to require at least 3 of 8 rays to be inside.
Maybe the number of rays to indicate insideness should be exposed
as an option, to allow user tuning according to the degree of
"non-volumeness" of the arguments, but will try at least for now
to magically guess the right value of the rays-inside threshold.
Note: all of this only for the case where the arguments are not
all PWN (approx: manifold). The all-PWN case doesn't use raycast.
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Instead of returning a raw pointer, `LinearAllocator.construct(...)` now returns
a `destruct_ptr`, which is similar to `unique_ptr`, but does not deallocate
the memory and only calls the destructor instead.
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The main change is that large allocations are done separately now.
Also, buffers that small allocations are packed into, have a maximum
size now. Using larger buffers does not really provider performance
benefits, but increases wasted memory.
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This is a complete rewrite of the derived node tree data structure.
It is a much thinner abstraction about `NodeTreeRef` than before.
This gives the user of the derived node tree more control and allows
for greater introspection capabilities (e.g. before muted nodes were
completely abstracted away; this was convenient, but came with
limitations).
Another nice benefit of the new structure is that it is much cheaper
to build, because it does not inline all nodes and sockets in nested
node groups.
Differential Revision: https://developer.blender.org/D10620
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Custom Normal layers can't be interpolated, so needed a check
for non-interpolatable layers before trying to interpolate.
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Match naming of other wm_cursor_position_* functions.
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This attribute exposes mesh vertex normals as a `vertex_normal`
attribute for use with nodes. Since the normal vector stored in
vertices is only a cache of data computable from the surrounding faces,
the attribute is read-only. A proper error message for attempting to
write this attribute is part of T85749. A write-only normal attribute
will likely come later, most likely called `corner_normal`.
The normals are recomputed before reading if they are marked dirty.
This involves const write-access to the mesh, protected by the mutex
stored in `Mesh_Runtime`. This is essential for correct behavior after
nodes like "Edge Split" or nodes that adjust the position attribute.
Ref T84297, T85880, T86206
Differential Revision: https://developer.blender.org/D10541
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Because the search didn't run when the menu first opens, the attributes
appeared in a different order than after you typed anything into the
search field. This commit instead runs the search when the menu
is first opened, but it only sorts items without filtering.
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Not needed anymore since 3a907e742507.
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Continuation of work in 2e221de4ceee and 249e4df110e0 .
This prepares things so we can start porting the individual ID types to
the new code design. I already added some code for library IDs, because
they need some special handling during construction, which I didn't want
to break.
The `AbstractTreeElement::isExpandValid()` check can be removed once
types were ported and can be assumed to have a proper `expand()`
implemenation.
Also makes `TreeElementGPencilLayer` `final` which I forgot in
e0442a955bad.
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Mistake in aa3a4973a30f. The expanded `ELEM()` check would include
`0 && te->idcode != 0`, which always evaluates to `false`/`0`. That
wouldn't cause the asset to fail, but the `te->idcode` part would never
be checked.
Fixed the error and cleaned up the check against "0" with a check
against `TSE_SOME_ID`, see b9e54566e3b1a.
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Code to check if the Outliner tree-element type was the general ID one
would always check against "0" (explicity or even implicitly). For
somebody unfamiliar with the code this is very confusing. Instead the
value should be given a name, e.g. through an enum.
Adds `TSE_SOME_ID` as the "default" ID tree-element type. Other types
may still represent IDs, as I explained in a comment at the definition.
There may also still be cases where the type is checked against "0". I
noted in the comment that such cases should be cleaned up if found.
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Use _fn as a suffix for callbacks.
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The check for a null active object was after trying to retrieve the active
modifier from the object.
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introduced during cleanup.
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