In this case, the `PoseBackup` created by
`action_preview_render_prepare` wasnt cleaned up properly (because
`action_preview_render` was earlied out).
So to resolve, call `action_preview_render_cleanup` as well when
earlying out)
Pull Request: https://projects.blender.org/blender/blender/pulls/127067
VSE timeline, when many (hundreds/thousands) of thumbnails were visible, was
very slow to redraw. This PR makes them 3-10x faster to redraw, by stopping
doing things that are slow :) Part of #126087 thumbnail improvements task.
- No longer do mute semitransparency or corner rounding on the CPU, do it in
shader instead.
- Stop creating a separate GPU texture for each thumbnail, on every repaint,
and drawing each thumbnail as a separate draw call. Instead, put thumbnails
into a single texture atlas (using a simple shelf packing algorithm), and
draw them in batch, passing data via UBO. The atlas is still re-created every
frame, but that does not seem to be a performance issue. Thumbnails are
cropped horizontally based on how much of their parts are visible (e.g. a
narrow strip on screen), so realistically the atlas size is kinda
proportional to screen size, and ends up being just several megabytes of data
transfer between CPU -> GPU each frame.
On this Sprite Fright edit timeline view (612 visible thumbnails), time taken
to repaint the timeline window:
- Mac (M1 Max, Metal): 68.1ms -> 4.7ms
- Windows (Ryzen 5950X, RTX 3080Ti, OpenGL): 23.7ms -> 6.8ms
This also fixes a visual issue with thumbnails, where when strips are very
tall, the "rounded corners" that were poked right into the thumbnail bitmap
on the CPU were showing up due to actual bitmap being scaled up a lot.
Pull Request: https://projects.blender.org/blender/blender/pulls/126972
This commit adds a python script that can collect some of the
information necessary to fill out a bug report.
The primary use case is to help users collect system information for
a bug report in the case that Blender can't open.
CMD and sh files are included to help users use the Python script.
Ref !122191
This commit mainly replaces a lot of `memset(0)` by empty value
initialization of `PointerRNA` and related data.
It also moves a few remaining areas from C alloc/free to C++ new/delete
memory hanlding.
Part of the effort to make PointerRNA non-trivial (#122431).
This issue only applied to layered actions.
The issue was that the `restore_channel_group_invariants()` method was
being called too early in the remove fcurve function, and thus fcurves'
group pointers could end up inconsistent with the membership specified
in the groups.
This commit fixes the issue by moving the call to
`restore_channel_group_invariants()` to the end of the function, where
it belongs.
Pull Request: https://projects.blender.org/blender/blender/pulls/127075
Add two new operators, `anim.slot_new_for_id` and
`anim.slot_unassign_from_id`. These are used in the Action editor and
the Animation panels in the Properties editor, to respectively create a
new Action Slot for an ID and to unassign whatever slot is currently
assigned to that ID.
The latter operator also replaces the C++ operator
`anim.slot_unassign_object`, which was specifically made for the
Dopesheet header. The Python ones are generic enough to be used there
too.
Pull Request: https://projects.blender.org/blender/blender/pulls/126943
Fix an issue where selecting a key in the dope sheet summary line for a
channel group would deselect all corresponding keys in the F-Curves of that
group. It was caused by an accidental duplication of the `ChannelBag`.
Pull Request: https://projects.blender.org/blender/blender/pulls/127069
The issue was that slots are using `templated_selection_state_update()`
for their basic selection logic, which is used in the same places as the
`ACHANNEL_SET_FLAG` macro and was written to do the same job. However,
the logic was not properly reproduced.
Specifically, `ACHANNEL_SET_FLAG` actually *deselects* when passed
the `ACHANNEL_SETFLAG_EXTEND_RANGE` or `ACHANNEL_SETFLAG_TOGGLE`
selection mode flags. This makes no sense at all, but it turns out to
be functionally important in the case of `ACHANNEL_SETFLAG_EXTEND_RANGE`
because of how it's used, resulting in this bug.
This fixes the issue by changing `templated_selection_state_update()` to
exactly match the logic of `ACHANNEL_SET_FLAG`, in all its nonsensical
glory. I've also added a comment explaining the situation, so it's clear
why the logic is so odd.
Pull Request: https://projects.blender.org/blender/blender/pulls/126981
Use an `std::optional<int>` to return the icon from
`getname_anim_fcurve()`.
This function is used both to get the name and to get the icon of
whatever the F-Curve is animating. Sometimes the animated struct doesn't
have an icon though. In some cases we need to know whether it could
resolve the RNA path correctly or not, and checking for 'no icon' was
not enough because that may be a valid return value.
The returned icon is now wrapped in an `std::optional<int>`, and a
`std::nullopt` is returned whenever the icon cannot be determined.
No functional changes, except in the two places where the icon is
actually used. In case of error there is now always a fallback to the
struct icon of the animated ID (previously this was only a fallback when
the RNA path was there but could not be resolved; now it's also used
when the RNA path is empty, for example).
Pull Request: https://projects.blender.org/blender/blender/pulls/125666
Workbench doesn't fill all texture slots. In OpenGL it should match what
the shader is using, where some texture slots that have been defined can
be optimized away when not used. The Vulkan backend however uses all the
resources that has been defined in the shader create info.
When using a texture shader in workbench the shader would raise a
validation warning as there are slots defined that are never uploaded.
This PR fixes this by always set dummy textures in those slots.
Pull Request: https://projects.blender.org/blender/blender/pulls/127064
Add back clipping using the same GL clip planes as before.
The difference is that the clip planes are now stored in the
`GlobalsUboStorage` instead of relying on another separate
UBO.
One annoyance of the current design is that the `overlay::Instance`
has to be created with the clipping state. This could be fixed later
by making the shader module a pointer instead of a reference.
Rel #102179
Pull Request: https://projects.blender.org/blender/blender/pulls/127018
Scaling 2 points to 0 would assert. Remove the assertion
as this isn't an error.
Also ensure `anim_path_accum_length` is freed when a new
length isn't calculated.
The code for marking seams or sharp in a bevel was nonsense
for terminal edges (beveled edges that are the only beveled
edge at a vertex). It was written assuming that either the
number of segments is 1 or there is a mesh ADJ pattern, which
is not the case if there is a terminal edge with segments > 1.
The immediate fix for infinite loops is to project against trying
to execute this code for terminal edges.
Also made current code clearer and removed duplication.
It is a future TODO to make it do something sensible for terminal
edges instead of a no-op. Incidentally I notice that it also doesn't
work for mitered booleans, but it won't infinite loop in that case.
To fix both of these cases, we should try to count boundary vertices
to skip rather than edges to skip.
Caused by 03ae57dd8b
Custom preview operator uses `lib_id_preview_editing_poll`. To enable
this operator in UI, move the new condition to `lib_id_generate_preview_poll`
poll function so adding custom preview to unsupported type would
still be possible.
Co-authored-by: Julian Eisel
Pull Request: https://projects.blender.org/blender/blender/pulls/126874
This struct should be split in the future, but for now its size matters
since one is created for every BVH node for every undo step. Removing
the inline buffers for the arrays is a simple way to reduce the size
from 672 to 400 bytes.
This commit changes the raycasting code to store values as the
`ActiveVert` type instead of `PBVHVertRef` to avoid needing to check the
type of the PBVH when retrieving information.
It also fixes a case that did not reset the active vert when performing
a raycast.
Pull Request: https://projects.blender.org/blender/blender/pulls/127000
The version text shown over the splash screen image needs to always be
white regardless of the theme. With "Blender Light" this text is black
and almost impossible to read. This PR adds the ability to set a
specific color for labels without icons and does so for the splash
screen.
Pull Request: https://projects.blender.org/blender/blender/pulls/126340
This commit essentially moves allocation of KeyMaps and Operators
PointerRNA data storage to use C++ new/delet, instead of C alloc/free.
Part of the effort to make PointerRNA non-trivial (#122431).
Pull Request: https://projects.blender.org/blender/blender/pulls/126935
With c20bb31325 the `active_vert` related
methods added a check against the relevant pbvh type. In certain
situations, the PBVH is freed but is not refreshed prior to the cursor
being drawn.
In the long term, we want the PBVH to be owned by the mesh, not the
`SculptSession`, so adding more logic around ensuring depsgraph tags
with PBVH changes to implicitly regenerate the PBVH is a step in the
wrong direction.
Additionally, it doesn't make sense that we don't ensure the PBVH exists
before accessing the `active_vert`, as its context is dependent on the
PBVH.
Therefore, this commit introduces multiple changes:
* Ensures that the PBVH exists prior to doing a raycast or other cursor
related actions
* Removes the checks against the PBVH type in `SculptSession` in
favor of debug asserts to avoid crashes and assist in finding other
situations where the state of the PBVH is ambiguous.
Pull Request: https://projects.blender.org/blender/blender/pulls/126953
The Lens Distort node is different between CPU and GPU when jitter is
enabled. That's because GPU incorrectly assumed that jitter with no
dispersion would have no effect. So we fix this by adjusting the
identity condition.
Further more, the green channel was not jittered for the GPU, that's
because the jitter was only seeded by the integration steps and was thus
constant for all channels. And since the green channel is the result of
addition of two opposite accumulations, the green channel was left
unaltered. To fix this, we include the start channel of the integration
in the seed to the jitter to make sure different channels get different
jitter.
Pull Request: https://projects.blender.org/blender/blender/pulls/126993
This way we can query the brush types, e.g. to filter out eraser brushes
in the brush asset selector while the eraser tool is selected, see
https://projects.blender.org/blender/blender/issues/126032.
Technically a brush may have different brush types depending on the
mode. So we store a type for all supported modes.
Ideally the name of the custom metadata property would match the name of the
properties in RNA. They will match after #126796, the names here are the new
ones, to avoid having to version asset metadata.
Pull Request: https://projects.blender.org/blender/blender/pulls/124618