This commit introduces a new Main boolean flag that marks is as invalid.
Higher-level file reading code does checks on this flag to abort reading
process if needed.
This is an implementation of the #105083 design task.
Given the extense of the change, I do not think this should be
considered for 3.5 and previous LTS releases.
GPUBatch.draw supports basic drawing methods. Although all
supported GPU backends support range based and instance based drawing.
This patch adds 2 methods to GPUBatch to add support to range based and
instance based drawing.
my_batch.draw_range(my_shader, elem_start=10, elem_count=5)
Will draw my_batch using my_shader. From the attached index buffer
elements 10-14 will be drawn.
my_batch.draw_instance_range(my_shader, instance_start=0, instance_count=10)
will draw my_batch using my_shader 10 times. Inside the vertex
shader the current instance number is held by gl_InstanceID.
Pull Request #104457
1. Changes the subdivision function to not fill in time but add 0 to fix bug #104824
2. Fixes a bug in sanitization function noticed while fixing this bug.
Pull Request #105306
Add a hash for faster look-ups on collection->gobject,
This avoids a full list lookup for every object added via Python's
CollectionObject.link as well as linking via BKE_collection_object_add_*
functions.
While the speedup is non-linear, linking & unlinking 100k objects from
Python is about 50x faster. Although unlinking all objects in order
(a best-case for linked lists) is approximately the same speed.
Ref !104553.
Update the style of the Python Console banner to "INFO" instead of
"OUTPUT".
This change makes it easier to difference user generated output from the
initial banner text.
This also has an advantage that "Copy as Script" excludes the banner.
Ref !105188.
Rewrite the logic to depend less on local variables and prefer spans
and indices over points and pointer arithmetic. Also make use of the
IndexRange type for some basic logic, correct the mesh that the
sharp edge layer was chosen from, and reduce variable scope.
The material indices from the caps were only copied if the base mesh had
a material index attribute. Fix that by copying them manually if the cap
has the attribute.
Search list's region is having its size members (winx and winy) set
to values that are one pixel too small. This causes text to look bad
as they are slightly off their pixel alignment.
See #105308 for more details and an illustration of the issue.
Pull Request #105308
Nodes are sorted based on the selection. In some cases (even depending
on processor speed, nodes can be selected and reordered, and another
operation can run before the next redraw). That gives a window where
operators mapped to the same input as selection can run with invalid
socket locations (which aren't updated after the nodes are reordered,
since they are stored in a separate array).
To fix this, move the socket locations from the node editor runtime
data to the node tree, tag them as invalid when the nodes are
reordered, and check for that status in a few more places.
A better longer term solution is not reordering nodes based on
UI status and instead storing the UI drawing order separately.
Pull Request #104420
Add check to WM_check for lack of wmWindowManager->winactive. Sets it
if there is a window and makes that one wmWindow->active as well.
Pull Request #105225
This patch fixes hanging unit tests when MetalRT is enabled. It simplifies and fixes the kernel selection logic by baking the MetalRT-specific options into `kernels_md5` rather than expanding out and testing MetalRT bit flags explicitly.
Pull Request #105270
This was backported from tmp-vulkan. When disabling the fence check
in ghost it is able to start blender. It will show a black screen
so not usable for users.