In last set of refactoring patches, code implementing this feature
has been accidentally removed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8449
Enable Clang-Tidy's `readability-function-size` rule and add a few
`NOLINT` markers to explicitly silence warnings for three functions.
These functions are huge and would IMO benefit from splitting up, but
are hard to without intimate knowledge of the code.
At least by enabling the rule, we can start tweaking the values and
refactoring other functions that bubble up as being too long/complex.
No functional changes.
Add a `NOLINT` marker to explicitly silence a warning from Clang-Tidy's
`readability-function-size` rule for the `node_type_base()` function.
This function is indeed huge, but that is because a lot of macros are
expanded. Before expansion things are still not small, but still
understandable & expandable.
No functional changes.
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
In an upcoming bugfix we'll use OpenVDB data structures directly to build mesh
for sparse OpenVDB volumes, loading them OpenVDB grids earlier and removing any
references to Blender data structures makes that easier.
This also makes changes to Blender volumes to support this, so Cycles can take
ownership of a grid without Blender having to keep its own reference to it.
This should also be useful in a future Python API.
Ref D8401
This seems to be caused by a change to the logic of movieclip_get_gputexture_ptr in rB97b597c.
Differential Revision: https://developer.blender.org/D8469
This implements collisions in the solver of the cloth brush/filter. It
uses the scene colliders as a regular physics simulation.
There are still some parameters (friction, distance to the surface...)
that can be exposed as properties in later patches.
Thanks to Sebastian Parborg for helping me with the implementation.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D8019
This uses the vertices per grid instead of quads to set the limit of
grids per PBVH Node. This should create more leaf nodes in lower
subdivisions levels where the duplicates count is high, producing more
uniform performance across different levels.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8454
As far as I can see, this problem was introduced with the gpu_free_unused_buffers() changes in rB97b597c.
The code checks the returned pointer to stop looping, but the last iteration will return the last GPUTexture and set the queue to NULL, meaning that the next pop() will crash.
Differential Revision: https://developer.blender.org/D8468
Face Sets where only set and updated on the PBVH after starting a sculpt
tool. In order to preserve the visibility they store when changing
levels, they need to be updated and sync also on PBVH creation
Reviewed By: sergey
Maniphest Tasks: T78665
Differential Revision: https://developer.blender.org/D8225
Duplicates of a grid corner adjacent to an edge which are on the
adjacent grid of the same face were not added when requested.
Needed for D8356 to work, it may also fix some other bug in Multires.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8385
The problem in this case was that the flag for active fire was not set. With hidden flow sources the flag was not updated in update_flowsflags().
The solution for this is to take the active field from the config cache file.
Same exact system as instancing on vertices for a mesh. More powerful ways
of instancing will be added at some later point, but this makes the basics
works and is consistent with other geometry types.
The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8459
Before: If the current frame is out of the cache start/end range, the viewport will show the fluid as it was on the last frame that was still in the cache frame range.
Now: If the current frame is out of the cache start/end range, the viewport will show no fluid at all (even if there are cache files present for this frame).
This fix is related / in response to T79423.