Regression in [0] which exposed a problem with GHOST_kGrabHide on Win32
and to some extent X11.
Prior to [0], walk mode used it's own warping logic (hiding the cursor
& recording the motion between events). Using GHOST's grabbing makes
sense in this case as it's not very convenient for operators to
implement their own cursor warping, however doing so exposed a problem
where the mouse cursor could leave the window.
This would happen because the cursor needed to be within 2px of the
screen edge before warping.
Resolve by warping within a small region in the middle of the window.
Note that warping to the window center on each motion would be ideal
but is more involved as the logic for Win32 & X11 doesn't work properly
when every motion warps, so this needs further investigation to support.
This problem doesn't apply to GHOST/Cocoa which warps every motion event
on the spot and GHOST/Wayland doesn't set the mouse position at all to
implement this functionality.
[0]: 4c4e8cc926
This feature has been disabled since 2.80 but the feature description was still visible in the UI.
Addresses part of T101429
Breaking changes:
- Removes `EDGESLIDE_EDGE_NEXT`
- Removes `EDGESLIDE_PREV_NEXT`
Reviewed By: mano-wii
Maniphest Tasks: T101429
Differential Revision: https://developer.blender.org/D16430
Use the shared cache system introduced in e8f4010611 for the
"looptris" triangulation cache. This avoids recalculation when meshes
are copied but the positions or topology don't change. The most obvious
improvement is for cases like a large meshes being adjusted slightly
with a simple geometry nodes modifier. In a basic test with a transform
node with a 1 million point grid I observed an improvement of 13%, from
9.75 to 11 FPS, which shows that we avoid spending 6ms recalculating
the triangulation of every update.
This also makes the thread safety for the triangulation data use a
more standard double-checked lock pattern, which is nice because we
can avoid holding a lock whenever the cached data is retrieved.
Split from https://developer.blender.org/D16530
As part of T95966, this patch moves loose edge information out of the
flag on each edge and into a new lazily calculated cache in mesh
runtime data. The number of loose edges is also cached, so further
processing can be skipped completely when there are no loose edges.
Previously the `ME_LOOSEEDGE` flag was updated on a "best effort"
basis. In order to be sure that it was correct, you had to be sure
to call `BKE_mesh_calc_edges_loose` first. Now the loose edge tag
is always correct. It also doesn't have to be calculated eagerly
in various places like the screw modifier where the complexity
wasn't worth the theoretical performance benefit.
The patch also adds a function to eagerly set the number of loose
edges to zero to avoid building the cache. This is used by various
primitive nodes, with the goal of improving drawing performance.
This results in a few ms shaved off extracting draw data for some
large meshes in my tests.
In the Python API, `MeshEdge.is_loose` is no longer editable.
No built-in addons set the value anyway. The upside is that
addons can be sure the data is correct based on the mesh.
**Tests**
There is one test failure in the Python OBJ exporter: `export_obj_cube`
that happens because of existing incorrect versioning. Opening the
file in master, all the edges were set to "loose", which is fixed
by this patch.
Differential Revision: https://developer.blender.org/D16504
This separates the UV reverse sampling and the barycentric mixing of
the mesh attribute into separate multi-functions. This separates
concerns and allows for future de-duplication of the UV sampling
function if that is implemented as an optimization pass. That would
be helpful since it's the much more expensive operation.
This was simplified by returning the triangle index in the reverse
UV sampler rather than a pointer to the triangle, which required
passing a span of triangles separately in a few places.
(Probably requires ASan for a reliable crash.)
Steps to reproduce were:
* Enter Geometry Nodes Workspace
* Press "New" button in the geometry nodes editor header
* Right-click the data-block selector -> "Mark as Asset"
* Change 3D View to Asset Browser
* Create a catalog
* Drag new Geometry Nodes asset into the catalog
* Save the file
* Press Shift+A in the geometry nodes editor
There was a general issue here with keeping catalog pointers around
during the add menu building. The way it does things, catalogs may be
reloaded in between.
Since the Current File asset library isn't loaded in a separate thread,
the use-after-free would always happen in between. For other libraries
it could still happen, but apparently didn't by chance.
For some pixels with transparent surfaces, no depth value would be written
when sampling chooses a reflection/refraction BSDF instead of transparent
BSDF. Now ensure we always write at some some depth value to the pass.
This is still not ideal as the resulting depth values are noisy same as they
are for depth of field and motion blur, but at least there should be no gaps.
* This patch just moves runtime data to the runtime struct to cleanup
the dna struct. Arguably, some of this data should not even be there
because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
The corresponding rna property `width_hidden` is kept to avoid
script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
A `using FooPtr = std::unique_ptr<Foo>` isn't that useful usually, just
saves a few character stokes. It obfuscates the underlying type, which
is usually relevant information. Plus, `Ptr` for a unique pointer is
misleading (should be `UPtr` or similar).
Move "using" declarations and member variables to the top of the class.
See https://wiki.blender.org/wiki/Style_Guide/C_Cpp#Class_Layout.
Changes access specifiers of some variables from public/protected to
private, there was no point in not having them private.
- Move main comment on class to header comment where it's more visible.
- Improve comment.
- Move stdlib includes first, like we do it usually
- Separate includes my code module
- Remove unnecessary forward declarations
These materials were missing from the "Change Active Material" menu.
Caused by rBe3faef686d38.
Error was getting the preview [which wasnt there yet]
These only appeared once the material tab in the Properties Editor was
used (since this ensured a valid preview icon).
Above commit changed behavior for RNA icon getter (this does not create
data anymore), so ensure the preview by hand here.
Similar to rB182edd4c35c2.
Fixes T102566.
Maniphest Tasks: T102566
Differential Revision: https://developer.blender.org/D16541
This allows for optimizations because one does not have to iterate
over all nodes anymore to find all nodes within a frame.
Differential Revision: https://developer.blender.org/D16106
The Node Context Menu contains options that are not always available for
the selected nodes, and misses important entries for accesibility.
This patch covers the following:
* Add operators to join and remove nodes from frames.
* Sort and group entries more logically and follow Blender conventions.
* Add `Insert into Group`
* Show group actions only on nodes that support it.
* Move all toggles to a sub-menu called `Show/Hide`.
* When nothing is selected, show Add menu, links actions, and paste.
Inspired by RightClickSelect proposals and community feedback.
See D16216 for images.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D16216
Add a new flag value `CUMA_REMOVE` to explicitly tag duplicate points
for removal. This prevents a bug where all curve points with vector
handles were deleted, when removing duplicate curve points while
updating the widget. This happened, because the flag value used to tag
points for removal was the same as the value of `CUMA_HANDLE_VECTOR`
used to store the handle type of the curve point.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16463
Add a new flag value `CUMA_REMOVE` to explicitly tag duplicate points
for removal. This prevents a bug where all curve points with vector
handles were deleted, when removing duplicate curve points while
updating the widget. This happened, because the flag value used to tag
points for removal was the same as the value of `CUMA_HANDLE_VECTOR`
used to store the handle type of the curve point.
Reviewed By: Hans Goudey
Differential Revision: http://developer.blender.org/D16463
The 1a1341c387 made it so that when ID's path changes the ID is
tagged for the source re-evaluation. Another factor here is that
there is a code in the read file which replaces alternative path
slash with the native one.
Typically it is not a problem since IDs are re-evaluated on load,
but the movie clip has the special handling on load to calculate
the image sequence length and initialize principal point.
This change makes it so that the principal point is only reset
when the clip resolution changes. This is something which is
also useful for cases when a non-centered primncipal point is
used and someone accidentally clicks on the clip reload button.
It is not really ideal but covers most of the common cases.
Ideally the principal point will be stored in relative or
normalized space.
The remaining part is that there is now extra image sequence
length calculation after file load. This needs more careful
look.
The issue here was that the Barbershop benchmark scene was saved with a
custom OCIO config, which leads to some textures having a unknown
colorspace when loading with a default installation.
This is automatically fixed by Blender during image loading, but since
Cycles queried the colorspace before actually loading the image, it
didn't get the updated value in the first render.
To fix this, just re-query the colorspace after the image is loaded.
Note that non-packed images still get treated as raw data if the
colorspace is unknown, but this is at least consistent and doesn't
magically change when you press F12 a second time.
Differential Revision: https://developer.blender.org/D16427
* Sort Training Samples first, since it affects both Surface and Volume guiding.
* Remove "Guiding" from Surface and Volume entries (UI only, the property
still has Guiding in the name)
Change reviewed in the render-cycles module channel.
This was previously needed due to poor compatibility between Visual Studio and
NVCC. But it has not been used for a while now as compatibility seems to have
improved.
Steps to reproduce were:
- Open an asset browser
- Open an asset library with assets in it
- Load a different file (e.g. File -> New -> General)
Didn't see a nice way to fix this with the current pre file load handler
callback we use for freeing asset libraries. Using this is cleaner, but
for now, the relationship between UI and asset system is too close
still, so better do explicit freeing at the right point in time.
The launcher is designed to exit as soon as possible
so there's no useless processes idling. Now when steam
launches blender with the launcher, this breaks the
time tracking steam has as the thing it just started
exits within milliseconds.
There already is some code in the launcher that makes
the launcher linger to support background mode. This
patch extends this a bit to also wait if the parent
process is steam.exe
Reviewed by: brecht lichtwerk dingto
Differential Revision: https://developer.blender.org/D16527