libdecor has a workaround where creating the window would loop until
the windows configure callback ran.
Simplify this workaround by setting the initial state on the underlying
xdg_toplevel struct.
Also correct mixup between bool / GHOST_TSuccess types.
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
When dragging out a boolean noodle, releasing and choosing
'switch > Switch' from the search popup, the code would mistakenly
search for 'Start' instead of 'Switch'.
Also the function called was not exactly the right one, leading to the
node being marked as invalid.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D16512
Bounding box calculation can be a large in some situations, especially
instancing. This patch caches the min and max of the bounding box in
runtime data of meshes, point clouds, and curves, implementing part of
T96968.
Bounds are now calculated lazily-- only after they are tagged dirty.
Also, cached bounds are also shared when copying geometry data-blocks
that have equivalent data. When bounds are calculated on an evaluated
data-block, they are also accessible on the original, and the next
evaluated ID will also share them. A geometry will stop sharing bounds
as soon as its positions (or radii) are changed.
Just caching the bounds gave a 2-3x speedup with thousands of mesh
geometry instances in the viewport. Sharing the bounds can eliminate
recalculations entirely in cases like copying meshes in geometry nodes
or the selection paint brush in curves sculpt mode, which causes a
reevaluation but doesn't change the positions.
**Implementation**
The sharing is achieved with a `shared_ptr` that points to a cache mutex
(from D16419) and the cached bounds data. When geometries are copied,
the bounds are shared by default, and only "un-shared" when the bounds
are tagged dirty.
Point clouds have a new runtime struct to store this data. Functions
for tagging the data dirty are improved for added for point clouds
and improved for curves. A missing tag has also been fixed for mesh
sculpt mode.
**Future**
There are further improvements which can be worked on next
- Apply changes to volume objects and other types where it makes sense
- Continue cleanup changes described in T96968
- Apply shared cache design to more expensive data like triangulation
or normals
Differential Revision: https://developer.blender.org/D16204
Previously the UV unwrapping handling for subsurf modifiers used
`DerivedMesh`to implement the subdivision. Since we're trying to remove
`DerivedMesh` in general, and since this just made use of the `Mesh`
data anyway, it's relatively simple to remove it here. Combined with
D15939, this makes it possible to remove more `DerivedMesh` code.
Differential Revision: https://developer.blender.org/D16487
Using a vector to store assets means we have to lookup the position of
the asset to be able to remove/free it. Use a `blender::Set` instead for
(nearly?) constant time removal.
Mask from cavity can now pull settings from three
places: the operator properties, scene tool settings
or the brush. This is needed to make the "create mask"
button work as expected.
Mask from cavity can now pull settings from three
places: the operator properties, scene tool settings
or the brush. This is needed to make the "create mask"
button work as expected.
Asset library data is destructed on file load. Asset lists (weak and
hopefully temporary design) contain pointers into it that would dangle
then. Make sure the asset lists are destructed before the asset library
data.
Previously these were only written to the console with no UI feedback
whatsoever. Just a bit nicer to give the user some info that something
went wrong.
See also T102495.
Differential Revision: https://developer.blender.org/D15732
Cycles already treats denoising fairly separate in its code, with a
dedicated `Denoiser` base class used to describe denoising
behavior. That class has been fully implemented for OIDN
(`denoiser_oidn.cpp`), but for OptiX was mostly empty
(`denoiser_optix.cpp`) and denoising was instead implemented in
the OptiX device. That meant denoising code was split over various
files and directories, making it a bit awkward to work with. This
patch moves the OptiX denoising implementation into the existing
`OptiXDenoiser` class, so that everything is in one place. There are
no functional changes, code has been mostly moved as-is. To
retain support for potential other denoiser implementations based
on a GPU device in the future, the `DeviceDenoiser` base class was
kept and slightly extended (and its file renamed to
`denoiser_gpu.cpp` to follow similar naming rules as
`path_trace_work_*.cpp`).
Differential Revision: https://developer.blender.org/D16502
Include the node name and parameter index in the variable name for easier debugging.
(Enabled for debug builds only)
Reviewed By: fclem, jbakker
Differential Revision: https://developer.blender.org/D16496
The main problem is that the node tree was not properly updated
after a property in the tree changed. More specifically, the collection
pointer in the Collection Info node was cleared, but the node tree
was not updated after that (usually this is handled by rna updates).
Differential Revision: https://developer.blender.org/D16289
Some operator layout buttons with custom text did not get the proper
context: they'd get * instead of Operator.
This was probably never noticed because the only operator that
actually had this issue was Import Images as Planes in the Add menu.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15993
The property assignment operators' tooltips were never actually
translated when they were constructed dynamically from the description
in the prop's RNA.
This was visible when using such operators in menus (example I found
was the Marker Settings, Shift + E in the Movie Clip Editor).
"%s: %s" is already extracted elsewhere, might as well use it.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16439
- The label for modal keymaps was extracted but did not use the proper
context on translation.
- Same goes for modal keymap items.
- Extract the UI messages from rna_keymap_ui.py
- Translate global keymap names.
- Use the proper context in the status bar for the tool prompt operator
Ref T102071
Maniphest Tasks: T102071
Differential Revision: https://developer.blender.org/D16348