Edge collapse was using bounding box center as the point to collapse to.
When collapsing multiple adjacent edges together, this caused
inconsistencies in placement of the collapsed point, depending on the
orientation of the edges in relation to the space axis.
This makes edge collapse use the mean point instead.
The problem was that the strokes in the copy-paste buffer could be keeping
dangling pointers to colors that were already freed. Therefore, this commit
makes it so that when copying the strokes, we now make copies of the colors
and put them in a hashtable beside the stroke buffer. This is convenient,
as it saves us having to look up what colours need to be copied over each
time when pasting.
The problem was that newly pasted strokes were still using colours from
the original datablock. As a result, you'd either get an immediate crash,
or if you managed to save the file before it crashed, each stroke would get
reloaded with a dummy colour.
This commit fixes makes it possible to copy/paste strokes between datablocks
again. However, there are still problems when trying to paste across file
boundaries (i.e. copy strokes in one file, paste in another), which the next
commit will address.
faces.
This was requested by script writers. Especially needed if beveling
wire edges with vertex_only.
Should be backward compatible as just adds two new keys to returned
dict in python ('edges' and 'verts').
Was internally a no-op operation, which only caused extra work
to be done during depsgrpah traversal and evaluation, without
making any measurable improvement.
It was never actually used apart from being stored at a construciton time.
This caused some redundancy and ncertanty about which relation type to use
during construciton (often existing types were not close enough to particular
use case).
Made this resilient to unknown types, for now. Supporting specific INT
sockets (through implicit conversion to GPU_FLOAT ones) is considered nice TODO.
Was just keeping the default '1' user from `BKE_libblock_alloc()`,
instead of using correct way to handle extra virtual user needed when we
want to keep unused datablocks around...
Do not call invoke ops from outliner's operations menus. Invoke op would
search again for item under mouse coordinates... when it is invoked!
Means often entry menu you would have clicked would not be over target
item, leading to either nothing or operation being applied to wrong item.
Note: about groups, there is another minor annoyance leading to some
assert - groups have an annoying virtual fake user which breaks
usercount, will see whether this is easily fixable. :|
The idea is to accumulate all new tasks in a thread local queue
first without doing any thread synchronization (aka, locks and
conditional variables) and move those tasks to a scheduler queue
once they are all ready. This way we avoid per-task-pool lock
and only have one lock per bunch of tasks.
This is particularly handy when scheduling new dependency graph
node children. Brings FPS of cached simulation from the linked
below file from ~30 to ~50.
See documentation for BLI_task_pool_delayed_push_{begin, end}
and for TaskThreadLocalStorage::do_delayed_push.
Fixes T50027: Rigidbody playback and simulation performance regression with new depsgraph
Thanks Bastien for the review!
If users wanted to bake only a few of the mesh materials, they would
still need to create dummy textures for the other parts.
This commit report (as RPT_INFO) the materials with no texture, but move
on to bake the others materials.