Age | Commit message (Collapse) | Author |
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There is no need to limit this to sculpt mode,
prepare for key short cut changes, see: T88092.
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The view layer was always set to 0. This patch increments it.
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Add a doc-string explaining the purpose of each call back and
how they should be used.
Also add a currently unused callback 'POST_FAIL' that is to be used in
cases the action fails - giving script authors, a guarantee that a
call to `pre` will always have a matching `post/post_fail` call.
- D11422: adds a callback that can use 'post_fail'.
- T88696: proposed these conventions.
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This matches most declarations already in this file.
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The previous commit (my own) returned early without providing a value
for the node's output geometry set, which is required.
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Pass the selection name and the invert argument to each component
instead of retrieving them every time.
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This node is similar to the mask modifier, but it deletes the elements
of the geometry corresponding to the selection, which is retrieved as
a boolean attribute. The node currently supports both mesh and point
cloud data. For meshes, which elements are deleted depends on the
domain of the input selection attribute, just like how behavior depends
on the selection mode in mesh edit mode.
In the future this node will support curve data, and ideally volume
data in some way.
Differential Revision: https://developer.blender.org/D10748
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Metadata panel was visible in each category. In other editors, this
panel is usually placed in category with other source media properties.
In sequencer, metadata is transfered over while compositing and relation
to particular strip is lost, therefore separate category for metadata
seems to be best option. Since Metadata panel is alone in this category,
it will be open by default.
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This commit skips the eager recalculation of mesh normals in the
transform node. Often another deformation or topology-altering
operation will happen after the transform node, which means the
recalculation was redundant anyway.
In one of my test cases this made the node more than 14x faster.
Though depending on the situation the cost of updating the normals
may just be shifted elsewhere.
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'none' physics types
This was reported for the special case of mapping with "Strand /
Particle" coords, but was not working with other coordinates either.
Dont see a reason for not supporting Size influence textures for these
kinds of particles (and since these types of particles have an "age"
like all others as well, even the "Strand / Particle" coords are
supported here as well)
Maniphest Tasks: T88715
Differential Revision: https://developer.blender.org/D11449
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cases.
Broken in recent refactor of (recursive)resync, reported by studio,
thanks.
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This fixes T88455 by adding an empty material slot to newly
generated meshes. This allows the object to overwrite the
"default" material without any extra nodes. Technically,
all polygons reference the material index 0 already, so it
makes sense to add a material slot for this material index.
Differential Revision: https://developer.blender.org/D11439
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`bvhtree_from_mesh_edges_create_tree` can actually leave the BVHTree
NULL (e.g. if no edges are present).
Now dont allocate `BVHTreeFromMesh` on the `SurfaceModifierData` at all
in case the tree would be NULL anyways.
Places like `get_effector_data` check for `SurfaceModifierData`-
>`BVHTreeFromMesh` and dont try to stuff like getting a closest point on
surface, which would crash as soon as BVHNodes would need to be accessed
(from the NULL BVHTree).
Maniphest Tasks: T88658
Differential Revision: https://developer.blender.org/D11443
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More cleanups will come to make this more CPP-like.
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Since we use them on linked data now as well, 'local' does not fit them
anymore.
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This commit fixes two different issues:
* In some cases, when an object was added to a sub-collection and used
into a different subcollection, and the root common collection would
not need to be resynced, it would end up creating multiple overrides
of the new object. This was affecting both normal and recursive
resync.
* In recurisve resync case, the barrier code to define what is part or
not of a override group/hierarchy was wrong.
Note that the current solution for the first issue is sub-optimal (it
goes back to the root of the override hierarchy and resync the whole
thing), a better solution is TODO for now.
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For now at least, linked data should never be renamed that way.
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This function would considere that there was a name conflict even in
case existing ID would be a linked one.
This is only a (symbolic) perforance improvement and logical fix, since
`BKE_id_new_name_validate` would not do that mistake anyway.
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This is mandatory for liboverride resync, since this feature may imply
we have to create linked overrides in libraries, and there may be
several copies of those.
This is also a first step to a more general support of IDmanagement-editing
library data.
Note that this commit should have absolutely no effect on current code,
as the only function allowed to check unique names for linked IDs
currently is `BKE_libblock_management_main_add`, which is unused.
This commit also adds some basic testing for `BKE_id_new_name_validate`.
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* `readability-redundant-member-init`
* `readability-inconsistent-declaration-parameter-name`
* Remove constructor that can be defaulted.
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This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame.
Two execution models:
- Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation.
- FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch).
This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage.
FullFrame breaking changes respect Tiled system, mainly:
- Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation.
- Any sampling is always done over inputs instead of last buffered operation.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11113
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draw_cache_extract_mesh for task scheduling. Will be refactored to draw_cache_extract_mesh_scheduling later on after migrating to CPP.
draw_cache_extract_mesh_render_data extraction of mesh render data from edit mesh/mesh into a more generic structure.
draw_cache_extract_mesh_extractors containing all the extractors. This will be split up further into a single file per extractor.
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Prepare for multiple code-paths that recalculate tessellation.
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Prepare for further refactoring for these functions.
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This was kept since these blocks are easier to follow.
Remove as the overall result wasn't so readable
(especially with nested ifdef's).
Replace disabled code with comment on the indices used for quads/tris.
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2 sided faces aren't supported and will cause problems in many areas
of Blender's code.
Removing (implied) support for faces with fewer than 3 sides
means the total number of triangles is known ahead of time.
This simplifies adding support for multi-threading and partial updates
to an existing tessellation - as the face and loop indices can be used
to access the range of triangles associated with a face.
Also correct outdated comments.
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When projecting into screen space Z value isn't always needed.
Add 2D projection functions, renaming them to avoid accidents
happening again.
- Add GPU_matrix_project_2fv
- Add ED_view3d_project_v2
- Rename ED_view3d_project to ED_view3d_project_v3
- Use the 2D versions of these functions when the Z value isn't used.
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Error in 87cafe92ce2f99d8da620b80e1c26f8078554f93
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Brecht mentioned that these are a bit obscure and don't make much sense
to override these.
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This is from patch D11432 from Erik Abrahamsson. He found that
in some mpq3 functions called frequently from loops, passing in
buffers for termporary mpq3 values can save substantial time.
On my machine, his example in that patch went from 9.48s to 7.50s
for the boolean part of the calculation. On his machine, a running
time went from 17s to 10.3s.
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These identifiers were accidentally removed in rB44d2479dc36f.
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The fseek() function on Windows only accepts a 32-bit long offset
argument. Because of this we have our own version, BLI_fseek(), which
will use 64-bit _fseeki64() on Windows. This patch just replaces some
fseek() calls with BLI_fseek().
Differential Revision: https://developer.blender.org/D11430
Reviewed by Brecht Van Lommel
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Now FPS is displayed in the video source for videos to provide easy
access.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11441
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bf_bmesh historically always build with the /WX flag
on windows making all warnings errors, somewhere along
the way this has broken for msbuild, ninja still exhibits
the expected behaviour.
The flags are still passed to the target, and I've validated
they are there when the add_library call fires, but they
somehow never make it to the generated msbuild project files.
I suspect this is a cmake bug but I'm seemingly unable
to extract a repro case to file a bug upstream.
Setting the same options target_compile_options seems to work,
I'm not happy about the unexplained nature of the breakage
but this will have to do for now.
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Fixes T88606
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This patch replaces / redoes the entire MeshExtractors system.
Although they were useful and facilitated the addition of new buffers, they made it difficult to control the threads and added a lot of threading overhead.
Part of the problem was in traversing the same loop type in different threads. The concurrent access of the BMesh Elements slowed the reading.
This patch simplifies the use of threads by merging all the old callbacks from the extracts into a single series of iteration functions.
The type of extraction can be chosen using flags.
This optimized the process by around 34%.
Initial idea and implementation By @mano-wii.
Fine-tuning, cleanup by @atmind.
MASTER:
large_mesh_editing:
- rdata 9ms iter 50ms (frame 155ms)
- Average: 6.462874 FPS
PATCH:
large_mesh_editing:
- rdata 9ms iter 34ms (frame 136ms)
- Average: 7.379491 FPS
Differential Revision: https://developer.blender.org/D11425
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