- Move code to manage storage to own class in own file, separates
concerns and different levels of abstraction better.
- Store local ID assets separately in the storage class for more
efficient lookups (e.g. for ID remapping).
- Make API function names and comments more complete.
Blender crashes when enabling Use Nodes after the viewport compositor is
already enabled.
This happens because the active viewer key is not yet initialized for the
node tree at this point, which eventually leads to a nullptr.
This patch fixes that by returning the root context in case the active
viewer key is not yet initialized.
Remove unnecessary (and No-op) normal calculation when sculpting on top
of deformed coordinates. Examples are shape keys and deform modifiers.
On a 1 million face mesh, this saved 100ms per stroke update.
This function actually did nothing since cfa53e0fbe,
so that large improvement comes for free.
Conceptually this is correct because when sculpting on deformed
coordinates, we don't change the positions of the base mesh directly.
In the future it might be better to allocate a separate array for
normals when using deformed coordinates, but it's not clear that's
necessary yet.
Ignore difference between source and target tree type. When copying
nodes from clipboard to target tree compatibility is checked. After
pasting nodes only the links between nodes that are existing in the
node tree are added.
See Task T95033.
Differential Revision: https://developer.blender.org/D16349
As described in T100004, add an output socket that returns true if the
attribute accessed by the node was already present in that context.
Initial patch by Edward (@edward88).
Differential Revision: https://developer.blender.org/D16316
10131a6f62 replaced use of the `ME_EDGERENDER` flag with
`ME_EDGEDRAW`. However, left over from previous refactors, code
for leaving edit mode set that flag based on the edge angle. Edge angle
wireframe hiding is currently supposed to be adjustable with the
wireframe overlay settings. This patch restores the previous behavior
from before the cleanup commit.
Differential Revision: https://developer.blender.org/D16451
Currently the positions are retrieved again for every vertex. This is
slow, and will get slower when positions are stored as a named
attribute. Saves around 0.5ms per stroke update when a modifier
is active in my test with a 1 million face mesh.
This reverts commit 676137f043.
This change worked locally with a specific test file and local changes,
but didn't work in general, since we don't reliably retrieve the new
looptris after setting them the first time. This can be improved again
in the future, but probably along with a more general look about ownership
is handled with PBVH.
This avoids recalculation of looptri derived triangulation whenever
switching to sculpt mode or whenever the PBVH is rebuilt, which can
happen after strokes in some situations. In my tests actually building
the PBVH is much more expensive (300ms), but this saves 6ms when
switching to sculpt mode and in other situations.
The cost is the possibility of higher memory usage because the cache
will live in the original main database mesh. However, the impact of
that will be smaller when the shared cache concept from D16204 is
applied to this data too.
This assertion function came from when derived normal data was stored
as custom data layers, which made it harder to keep track of whether
it was allocated and propagated. Nowadays it's all relatively easy to
predict, so there's no point in keeping this function around-- it only
makes code longer and more complex looking.
Allow joining of areas that are below our minimum sizes.
See D16522 for more details.
Differential Revision: https://developer.blender.org/D16522
Reviewed by Campbell Barton
Detect unlikely situation of an area (that is smaller than our allowed
minimums) sharing an edge that will be moved during a join.
See D16519 for more details.
Differential Revision: https://developer.blender.org/D16519
Reviewed by Campbell Barton
This code mainly tags IDs with `ID_RECALC_SOURCE` when one of their file
paths is modified by `BKE_bpath_foreach_path_id`.
In addition, a check is added to `BKE_sound_evaluate` to call similar
code as when `ID_RECALC_AUDIO` is used.
Finally, Sergey added some changes to relations buildings between
components for Sound IDs in the depsgraph, linking `PARAMETER` to
`AUDIO`.
Maniphest Tasks: T101326
Differential Revision: https://developer.blender.org/D16528
The draw locking was implemented for project Heist and moved behind an experimental
feature after it became clear there were issues with it. Nowadays it isn't used,
and the idea is to replace it with a different solution after all draw engines have
been ported to the new draw manager API. {T102180}
This patch will remove the experimental feature as it isn't used, or useful.
Imgaes which are render results and the like should not be considered as
unused, even if they do not have actual users.
NOTE: this does not apply to 'regular' images, which should be purged by
the recursive purge code, even if they are currently shown in an Image
Editor (this is not actual data usage).
The `animdata_filter_mask()` was not respecting the filter flag of
`ANIMFILTER_FCURVESONLY` which lead to cases when animation system
element is effectively cast from `MaskLayer*` to `FCurve*`.
The proposed solution more closely follows the GreasePencil filtering
makes it so when `ANIMFILTER_FCURVESONLY` flag is uses no mask layer
channels will be added.
Differential Revision: https://developer.blender.org/D16498
The N in `Compiling Shaders N` in Text Info, is the number of how many
shaders are left in the queue. It's a countdown, but this wasn't mentioned
and led to confusion.
Ideally this text would be like Cycles' "Samples 50/100", but in EEVEE it's
not easy to guess how many shaders are left (this number could even go
up mid-compilation).
In the past there used to be a progress bar but it's also confusing because
it could be 90/100 shaders done, but the remaining 10 are slow to compile.
Change the text to "Compiling Shaders (N remaining)" so it's easier to
understand what is going on. Similar to how some game engines do.
Nodes that were not connected to any output could still impact performance.
While they were never executed, sometimes their inputs could keep references
to geometries that other nodes want to modify. That caused unnecessary geometry
copies, because a geometry can only be modified if it is not shared.
Now, inputs that will never be used are tagged accordingly and they will never
have references to geometries that others might want to modify.
If the edge you are going to slide along is very close to in line
with the adjacent beveled edge, then there will be sharp overshoots.
There is an epsilon comparison to just abandon loop slide if this
situation is happening. That epsilon used to be 0.25 radians, but
bug T86768 complained that that value was too high, so it was changed
to .0001 radians (5 millidegrees). Now this current bug shows that
that was too aggressively small, so this change ups it by a factor
of 10, to .001 radians (5 centidegrees). All previous bug reports
remained fixed.
I18n: make a few messages translatable
* Missing Paths * in the Presets menu when no preset exists yet.
The White Noise entry in the Add Node menu is the only one lacking a "Texture" suffix, which doesn't seem justified since the node itself is already called "White Noise Texture". Rename the entry its name can be extracted and used for the node--and for consistency.
New object material node names (Principled BSDF, Material Output) come from a preset node tree. The nodes' names need to be translated after creation.
Extract the "Fallback Tool" pie menu title.
Translate grease pencil options in the viewport overlay menu.
Ref T102030.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16345
The default name when saving a screen capture in an unsaved .blend
file is "screen.<ext>". This can be translated.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16486
This only applies to procedural operations rather than edit mode
operations, but it might save some recalculations of these caches
for the transform geometry node in some cases.
The calls in the remesh operator were unnecessary because the mesh is
about to be replaced anyway, and nothing invalidates the caches, and
the call in BMesh -> Mesh conversion was unnecessary because the caches
are cleared at the top of the function already.
These were redundant for one of a few reasons:
- A call to `BKE_mesh_tag_coords_changed` was correct instead
- A mesh has dirty normals when created from scratch anyway
- The call was redundant with `BKE_mesh_runtime_clear_geometry`
Separate freeing and clearing mesh runtime data in a more obvious way.
This makes it easier to see what data is meant to be cleared on certain
changes, rather than conflating it with freeing all of the runtime
caches.
Also comment and reduce the surface area of the "mesh runtime" API.
The redundancy in some functions made it confusing which one should
be used, resulting in subtle bugs or unnecessary boilerplate code.
Also, now bke::MeshRuntime is able to free all the data it owns by
itself, which makes this area easier to reason about. That required
changing the interface of a few functions to avoid passing Mesh when
they really just dealt with some runtime struct.
With more RAII semantics in the future, more of this manual freeing
will become unnecessary.
Also, single point cyclic Catmull Rom curves aren't evaluated properly.
Cyclic is meant to make no difference in that case. Now they correctly
evaluate to a single point.
After rB716ea1547989 the UV overlay is no longer displayed in
the UV Editor. It only appears for the Image Editor.
So restore the previous behavior, displaying the "UV shadow"
overlay in the UV editor as well.
Reviewed By: Jeroen Bakker, Germano Cavalcante
Maniphest Tasks: T92614, T100926
Differential Revision: https://developer.blender.org/D16490