As described in the comment on `BLI_task_isolate`, deadlocks can happen
when isolation is used with threading primitives that separate spawning tasks
from executing them. All threads are waiting the tasks to complete but no
thread is able to continue working due to task isolation.
The fix is to not pass lazy-threading hints through task isolations. This way
isolated regions can't create new tasks in a scheduler further up the call stack.
This may lead to minor slowdowns because less threading may be used.
It's generally possible to get rid of the slowdown again by sending the
lazy-threading hint before entering the isolated region.
Use the node topology cache and avoid modifying the node tree
in a non-threadsafe way to improve the predictability of using
the helper function. Replaces the implementation from
e0d4047136.
Reorder the items in the `Locks` menu:
* Split into three groups: Lock, Unlock, Invert.
* Use icon only in the first item of each group, following the HIG.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D16383
The removed function call removes all attributes from mesh edges
and rebuilds the mesh edge topology. This isn't necessary because
meshes always have edges in the first place.
Exporting a 4 million face grid, this saved 1.5 seconds out of 4
seconds total for the whole export.
Tests files have to be updated, since the edge calculation could
potentially change the order of elements. This is also a fix, since
previously the exporter would delete all attributes on the evaluated
mesh edges.
Differential Revision: https://developer.blender.org/D16391
Color space conversion item-function missed checking the context was
NULL to return a static array. This caused freed memory access when
building docs.
Currently there are both "EDGERENDER" and "EDGEDRAW" flags, which are
almost always used together. Both are runtime data and not exposed to
RNA, used to skip drawing some edges after the subdivision surface
modifier. The render flag is a relic of the Blender internal renderer.
This commit removes the render flag and replaces its uses with the
draw flag.
This patch introduces the concept of a Cached Resource that can be
cached across compositor evaluations as well as used by multiple
operations in the same evaluation. Additionally, this patch implements a
new structure for the realtime compositor, the Static Cache Manager,
that manages all the cached resources and deletes them when they are no
longer needed.
This improves responsiveness while adjusting compositor node trees and
also conserves memory usage.
Differential Revision: https://developer.blender.org/D16357
Reviewed By: Clement Foucault
Many connected edge loops could result in two edge loops sharing
vertices. This is more of a workaround, the reason for two edge loops
sharing vertices could be prevented some other way.
Add this check since it's a straightforward solution,
furthered investigation noted as a TODO.
BlendType max incorrectly returns the minimum in BLI_color_mix.hh
This differential fixes it to return the maximum.
Maniphest Tasks: T102216
Ref D16364
This fixes T102218, where baked f-curves would display incorrectly when normalized.
This bug was a result of the code making no effort to determine the y-range of baked f-curves, so it fell back to a default that looked horrible.
I've added specific handling for finding the y-range of each f-curve (I extracted this functionality out to a new function, `fcurve_scene_coord_range_get`, for organization purposes). In addition, a minor optimization was made to eliminate redundant range-checks when in preview range mode.
{F13838304}
Reviewed By: sybren
Maniphest Tasks: T102218
Differential Revision: https://developer.blender.org/D16363
Normalize is no longer necessary as BLI_path_name_at_index skips
redundant path components such as "//" and "/./".
This has the advantage that the path length isn't limited to FILE_MAX.
This commit reduces the amount of white space generated and keeps parameter documentation of a single line.
This makes the resulting rst files easier to read in the case of debugging.
This was useful while looking into T97464
Regression in [0], however the primary purpose of that code was to
cycle away from the active object (behavior which was intentionally
removed, see: T96752).
This broke weight-paint + pose-selection (Ctrl-LMB)
when the GPU depth picking preference was disabled.
Causing selection to pick the mesh object instead of the pose bones.
This de-selected the armature, making the pose bones unselectable
instead of selecting the pose bone as intended.
Adding the old code back (restricting it to weight-paint mode)
fixes the bug but reintroduces fairly involved logic unnecessarily.
Instead, prioritize bone selecting when in weight-paint & pose mode
(previously this was only done in pose-mode).
[0]: b1908f2e0b