Caused by not checking against key array size. The issue was introduced
in ee9e4ead8d. It looks like mistake done during refactoring, because
the code was supposed to fix previous transition segment, not only the
next one.
The previously code attempted to reduce levels of indentation, but it
was less readable and error prone. Now it should be more obvious what
the intent is.
Pull Request: https://projects.blender.org/blender/blender/pulls/136743
The bug was partially caused by the fact that
`translate_snap_increment_ex` would interpret sequencer-specific
snapping bit `SEQ_SNAP_TO_FRAME_RANGE` as `SCE_SNAP_TO_INCREMENT`. Add a
check to fix this.
Technically, #122759 never added snapping for cursors in the preview,
but we can take this opportunity to also add the support, which is
relatively simple.
Pull Request: https://projects.blender.org/blender/blender/pulls/136579
* Replace #define with constexpr
* Use float3 instead of float[3]
* Use C++ math library
* Use return values instead of r_ prefixed arguments
* Use const where possible
Pull Request: https://projects.blender.org/blender/blender/pulls/136851
Part of #131825
Currently, no change to an RNA property invoked from the UI while inside
Vertex Paint mode creates an undo step. This includes both tool
properties (e.g. brush size, tool settings) as well as mesh properties
(symmetry, active vertex group, selection mode).
This behavior was initially introduced to avoid creating extra undo
steps when painting or sculpting and changing tool settings, however,
it applied to all property changes performed while in any paint mode,
including changes to mesh datablock properties.
To fix this behavior, this commit removes the usage of the sculpt undo
system from Vertex Paint and removes it from the list of modes that
are incompatible with memfile undo.
This switch from Sculpt Undo to Memfile Undo improves the performance of
the undo operator from 90ms to 9ms, representing a 10x speedup.
This speedup is possible because Vertex Paint is not fully integrated
with the Paint BVH drawing system, which normally has the benefit of
skipping depsgraph reevaluation and subsequent BVH rebuilding on each
stroke.
Anecdotally, when painting with large strokes on a mesh of 2 million
vertices, this change to using Memfile undo also uses anywhere from
half as much to a third as much memory compared to the Sculpt Undo
implementation (6 GB vs 2 GB).
Pull Request: https://projects.blender.org/blender/blender/pulls/135830
Part of #131825
Currently, no change to an RNA property invoked from the UI while inside
Vertex Paint mode creates an undo step. This includes both tool
properties (e.g. brush size, tool settings) as well as mesh properties
(symmetry, active vertex group, selection mode).
This behavior was initially introduced to avoid creating extra undo
steps when painting or sculpting and changing tool settings, however,
it applied to all property changes performed while in any paint mode,
including changes to mesh datablock properties.
To fix this behavior, this commit removes the usage of the sculpt undo
system from Vertex Paint and removes it from the list of modes that
are incompatible with memfile undo.
This switch from Sculpt Undo to Memfile Undo improves the performance of
the undo operator from 90ms to 9ms, representing a 10x speedup.
This speedup is possible because Vertex Paint is not fully integrated
with the Paint BVH drawing system, which normally has the benefit of
skipping depsgraph reevaluation and subsequent BVH rebuilding on each
stroke.
Anecdotally, when painting with large strokes on a mesh of 2 million
vertices, this change to using Memfile undo also uses anywhere from
half as much to a third as much memory compared to the Sculpt Undo
implementation (6 GB vs 2 GB).
---
Similar to !135758
### Implementation Notes / Thoughts
An alternate approach to getting similar if not better performance in Vertex Paint mode is to integrate it with `BKE_sculptsession_use_pbvh_draw` and `flush_update_step`, however this represents an unknown amount of work and does not reduce the number of consumers of Sculpt Undo. Given that the general direction in the module right now is to reduce dependency upon this system and migrate more to using Memfile undo where possible, spending extra effort on integration does not seem like the correct decision to make.
### Testing
* Verified undo step is created when selection mode is changed
* Verified undo step is created when symmetry is changed
* Verified undo step is created when active color attribute is changed
* Verified undo step is created when color attribute underlying data is changed
Pull Request: https://projects.blender.org/blender/blender/pulls/135830
The scene isn't being changed here, especially object selection. The mesh
is being changed though (or rather its shape key data-block, but that really
means the objects using it need to be reevaluated). For some reason this
doesn't make a functional difference currently though.
- Remove useless wrapper function that checked redundant invariants
- Use Vector instead of looping over context variable twice
- Use references instead of pointers
- Make variable names non-cryptic
- Remove useless comment
- Use continue instead of indenting the rest of loops
- Fix grammar and improve text in comment
Adds new NURBS knot mode NURBS_KNOT_MODE_FREE. Knots are stored in
`CurvesGeometry::custom_knots`. Knot offsets binding them to their
curves are calculated at runtime and held in a cache. This commit adds
custom knots support to OBJ import. It is the only way create such
curves for now. Legacy curve's tools don't support this knot mode,
thus on any modification knots get regenerated and whole shape changes.
If to convert imported legacy curve to new curves, point deletion,
duplicate and extrude preserve custom knots.
Rel #99891
Pull Request: https://projects.blender.org/blender/blender/pulls/130132
Cause by trying to deference a null batch.
In normal case, these calls never create a command
and are discarded early. 4.4 introduced the
polyline_draw_workaround to remove the use of geometry
shaders. These were not guarded against zero vertices
calls.
Adding an early out clause fixes the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/136840
While profiling a scene with many objects, I noticed some unexpected
functions taking a significant time of depsgraph creation/evaluation.
String length calculation and equality comparison was taking longer than
it should, and some simple methods were appearing in profiles that should
be inlined instead.
There are more places where this sort of change would be helpful, this
commit just changes places using `OperationIDKey` and `ComponentIDKey`.
Pull Request: https://projects.blender.org/blender/blender/pulls/136795
This was caused by the deinterleaved format being
incorrectly decoded by the `bind_attribute_as_ssbo`
function.
Accumulating the offset should be done for all attributes
and not only the one being used. Furthermore, this needs
to happen only once per attribute and not once per name.
Moving the offset computation out of the name loop
fixes the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/136821
If render engines dont specify `RE_USE_PREVIEW` / `bl_use_preview`, they
wont pass the `ED_check_engine_supports_preview` test.
That is mostly meant to tell blender this engine is capable of
generating (Material) previews and if it isnt, they will skip generating
button previews in `icon_preview_startjob_all_sizes`.
There are already exceptions for type of IDs that can still generate
previews (think Asset previews for Objects or Actions), so the same
exception can be made for Images and Brushes as well (these previews
will just befulled from the Image buffer, that should not rely on the engine
whatsoever). We can also be permissive on Groups (they are treated
similar to Objects).
NOTE: this was reported for the Workbench engine, in another (future)
commit, we might even consider flagging that engine `RE_USE_PREVIEW` as
well (see comments in the PR)?
Pull Request: https://projects.blender.org/blender/blender/pulls/136824
This PR refactors the way how swapchains are used.
Allow scaling of the swapchain content to the actual resolution of the swapchain.
can reduce artefacts when resizing windows when supported.
When frame rate is to fast the previous implementation could use a semaphore
that were still in use, leading to unwanted stuttering on certain platforms. Waiting
when the rendering has finished (GHOST_Frame.submission_fence), before the
next image is acquired from the swap chain.
Mailbox has been disabled as it can calculate more frames then actually been
presented, leading to a lag and increased power usage on others.
Pull Request: https://projects.blender.org/blender/blender/pulls/136603
When making a minimized window larger Blender can have negative regions.
This leads to out of bound writes when blitting to the framebuffer.
Easy reproducable on NVIDIA/Windows.
Pull Request: https://projects.blender.org/blender/blender/pulls/136832
When debugging with gdb in vscode, the stuff I print when executing a script in
the text editor does not show up in the terminal. It does work when I flush
explicitly though using `print(..., flush=True)`. This is quite annoying.
The solution is to always flush `stdout` and `stderr` automatically when running
a script. This is done using the CPython API, as just using
`fflush(stdout/stderr)` did not solve the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/136632
Also affected PDF export.
From 4.3 onwards, we were always exporting with a rect representing the
camera in screespace (just as drawn on the screen).
In 4.2, this was remapped to the camera resolution specified in the
Output Properties.
This also affected pixel aspect being ignored in 4.3.
To resolve, get both the render resolution and the camera rectangle in
screenspace and remap them accodingly.
Behavior when not in camera wasnt changed (this was the same in 4.3 and
4.2 in that it would take the framing rect of the object(s) in the
viewport as document size.
NOTE: this was already reported in #134309 (which ended up being closed
by a fix that wasnt really fixing the issue originally reported I think)
Pull Request: https://projects.blender.org/blender/blender/pulls/136770
Removes the playback handle from the synchronizer API and integrates it
into the device, removing the ISynchronizer interface completely.
This has been discussed in more detail in #126047 and its main purpose is to unify the handling of synchronizer events, especially seek which needed different logic for jack vs other backends.
OpenAL now needs a silence playback handle for synchronization but all
other backends are pretty straightforward just counting the mixed
samples in the SoftwareDevice with some specializations for specific
backends that had their own synchronizers before.
Note: CoreAudio changes are untested as I don't have a Mac.
Pull Request: https://projects.blender.org/blender/blender/pulls/133191
- Now snapping supports both location & rotation, rename variables and
arguments to clarify which they apply to.
- Remove references to in variable names "cursor",
a hangover from when this has hard-coded to use the 3D cursor.
Also use blender::float3 in more places.
Adds an operator setting to allow matching the rotation of the snapped
object to the rotation of the 3d cursor.
When the operators "Rotation" option is enabled, it will rotate selected
objects to match the current rotation of the 3d cursor.
Rotation modes and axis locking are respected.
If multiple objects are selected, they will all be set to the rotation
of the 3d cursor. There's an opportunity for future work on this for
the case where "offset" is toggled on as well, so that the location and
rotation of offset objects would be determined by rotating around the
pivot point.
Addresses #134863.
Ref: !134963
Use enum types for event modifier and types,
`wmEventModifierFlag` & `wmEventType` respectively.
This helps with readability and avoids unintended mixing with other
types. To quiet GCC's `-Wswitch` warnings many `default` cases needed
to be added to switch statements on event types.
Ref !136759
MacOS generally uses mouse cursors we specifically made for that
platform. But in some cases, like WM_CURSOR_WAIT, the OS does not have
an equivalent and we don't have a platform-specific one. So it then
uses of of our base custom cursors. This type of cursor is always
enlarged on Mac high-DPI displays like Retina. So no need to ever
supply larger versions of this type of cursor as it will just get
huge.
Pull Request: https://projects.blender.org/blender/blender/pulls/136005
Neighboring areas can have right-aligned and left-aligned scroll bars
that doesn't leave room for area resizing. This PR carefully reduces
the scroll bar zone size at the area edge. To ensure that the behavior
you get matches the mouse cursor you see, this corrects an error that
we were not setting cursor when transitioning from area border to
scroll bars.
Pull Request: https://projects.blender.org/blender/blender/pulls/136794
Add icons to the rna enum definitions for socket types so they
are displayed in all socket type selection lists like the ones on the
various loop zones.
These places were missed, when the socket icons were added in
commit 821e0024d4.
Pull Request: https://projects.blender.org/blender/blender/pulls/136707
Before #136334 hovering over a zone used to open closed regions, we
would show left/right or up/down directional arrow cursors. That PR
replaced those with chevron cursors that point in the specific
direction the region would open. That change has caused some confusion
so this PR restores those old cursors.
Pull Request: https://projects.blender.org/blender/blender/pulls/136583