The feature is hidden behind an experimental option, you'll have to
enable it in the preferences to try it.
This feature is not yet considered fully stable, crashes may happen, as
well as .blend file corruptions (very unlikely, but still possible).
In a nutshell, the ideas behind this code are to:
* Detect unchanged IDs across an undo step.
* Reuse as much as possible existing IDs memory, even when its content
did change.
* Re-use existing depsgraphs instead of building new ones from scratch.
* Store accumulated recalc flags, to avoid needless re-compute of things
that did not change, when the ID itself is detected as modified.
See T60695 and D6580 for more technical details.
Unreported Crash. When hidden faces are active (retopology) the depth
test could fail as the default framebuffers aren't set. This patch will
check if we are rendering a depth only and skip the clearing of the
buffer.
With this change baking jobs will be aborted faster. The user will not have to wait for the current frame to finish baking. The bake job will exit early and discard the incomplete frame.
This option existed already and was just hidden in the UI. With the new fluids system though, it will only be used for rendering - and not to optimize the cache.
Extract will steal all depsgraphs currently stored in given bmain, and
restore will put them back in place, using scene and viewlayers as keys.
Preliminary work for undo-speedup.
Part of T60695/D6580.
Mask extract modifies the topology when adding the boundary loop, so
previous face sets may not be correct in the new mesh. Remove the face
sets datalayer and let sculpt mode rebuild it when entering sculpt mode
in the new object.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7129
The previous behaivour didn't make sense as sculpt mode was still active
when switching to the new object, so it was rendering inconrrectly.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7130
The face set color variable needs to be declared inside of the loop in
order to reset it per iteration.
Reviewed By: jbakker
Maniphest Tasks: T74626
Differential Revision: https://developer.blender.org/D7096
Small UX fix. When hidding everything but the active face set with H,
the last stroke lotation center can be in a part of the model that is
hidden, so viewport navigation becomes confusing until you start a new
stroke on the visible face set. Now the viewport navigation rotation
center is updated to the active vertex when using a visibility operation
that uses it, so it always rotates using the visible face set as the
origin.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7137
`ANIM_animdata_update()` did not sort grease pencil frames. A
pre-existing comment stated this wouldn't be necessary as
`posttrans_gpd_clean()` already does this. However, this is only
applicable when the change is performed via the transform system. The
mirror operator doesn't call `posttrans_gpd_clean()`, invalidating the
assumption in the comment.
I moved the sorting code into `BKE_gpencil_layer_frames_sort()`, which
is now called from both `ANIM_animdata_update()` and
`posttrans_gpd_clean()`.
This patch fixes various problems of alignment and element backdrops for
the animation channels drawing, mainly in the Graph editor but also for
grease pencil and mask layers in the Dope Sheet.
Reviewed By: billreynish, sybren
Differential Revision: https://developer.blender.org/D5204
This fix jitter of overlay and GPencil. But I'm not sure this should
be the responsibility of the subsequent draw engines or the responsibility
of the current engine to reset the view.
selections
Previously this was only supported in single click selections, doing an
island selection with box/circle/lasso would just select individual
vertices instead. Now selects islands properly.
This also unifys some logic between box/circle/lasso:
- use early selection test from lasso [makes things faster] in box/
circle
- circle wasnt checking visible face