Changed `edge->v2` to `endVert` to make it consistent with surrounding code.
Removed the unused `totedges` variable.
Currently `totpoly` is also unused, but is fixed in a separate PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/105870
This was lost in the refactor to store material indices in a generic attribute.
The attribute API still allows this, but that will be handled separately
since it's a more complex task. The existing API that already clamped
input values should still do that.
Other areas like blenkernel and Cycles clamp the material indices to be
positive so this should be consistent with them. There is still discussion
if material indices should be made impossible, but this at least avoids
crashing for the 3.5 release.
There was also an inconsistency in how sculpt mode handles material index
higher than the number of slots.
Ref #105577
This flag is moved to a different variable but the default value is still placed on the wrong variable.
This fixes the default value assignment but due to the old flag bits are in conflict with used bits in the new flag variables, versioning changes are not included.
Pull Request: https://projects.blender.org/blender/blender/pulls/105852
1) There was a logic error in FileBuffer where when it was trying to
add a new 64kb chunk to hold output, it was adding an empty chunk,
but making sure we have space capacity to hold 64 thousand chunks.
So that was a bit of pointless juggling to get nothing good.
2) In UV_vertex_key, instead of trying to combine three members into
a hash value, badly, by doing some ad-hoc shifts and xors, use
get_default_hash_3 instead, which combines them way more properly.
Also avoid copying the whole hash map object.
On my windows box (Ryzen 5950X, VS2022), exporting Stanford Lucy 3D
scan:
- Binary: 13.4 -> 5.4 sec
- ASCII: 29.3 -> 14.6 sec
So basically 2x faster for two tiny changes.
When multiple nodes (Frame nodes included in the selection) are scaled/
rotated, the TransData location and center can get "wrong" due to the
fact that Frame nodes dont only use `locx`/`locy` for their
representation while drawing, but also `offsetx`/`offsety`.
So in order to use the "real" top-left corner in the transform system,
we have to respect `offsetx`/`offsety` when creating/flushing transform
data.
In addition to the file in the report, this patch was also tested to work
well with nested Frame nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/105400
Fixes:
* General:
- Was assuming that positions/normals/UVs are always `float`, and colors
are always `uchar`. But e.g. positions are sometimes doubles, or colors
are floats etc.
- Was assuming that `face` element is always just a single vertex indices
property. But some files have more arbitrary properties per-face.
* ASCII importer:
- Was assuming that file elements are always in this order: `vertex`,
`face`, `edge`. That is not necessarily the case.
- Was only handling space character as separator, but not other
whitespace e.g. tab.
- Was not checking for partially present properties (e.g. if just `nx` is
present but not `ny` and `nz`, it was still assuming whole normal is there).
* Binary importer:
- Was assuming that faces are always 1-byte list size and 4-byte indices.
- Was assuming that edge vertex indices are always 4-byte.
For the assumptions above, it often lead to either crashes, garbage data
or not detecting presence of a vertex component. E.g. binary importer was
just always reading 4 bytes for vertex indices, but if a file has 2 byte
indices then that would read too much, and then later on would start reading
garbage. ASCII importer was doing out-of-bounds reads into properties array
if some assumptions were not correct, etc.
Improvements:
- Some ply files use different property type names, e.g. `float32`,
`uint16` or `int8` instead of `float`, `ushort`, `char`; now that is
supported too.
- Handles `tristrips` element. Some files out there do not have `face` but
rather has a triangle strip, internally using -1 indices for strip restarts.
Performance:
While doing the above fixes/improvements, in order to fix some things it was
more convenient to also make them more performant :) Now it avoids splitting
each ASCII line into a vector of `std::string` objects, for example, or
reading a binary file in tiny chunks.
Generally this is now 2x-4x faster than the previous state of C++ importer.
The code has changed quite a bit to achieve both the fixes and performance:
- Instead of separate files for ASCII and Binary reading, they are now both
in `ply_import_data.cc/hh`. Reason is that all of the "find correct property
indices" logic is the same between both (and that bit was mostly missing
previously).
- Instead of using raw C++ `fstream` object and reading line by line (which
in turn reads one byte at a time) or reading field by field, now there's a
`ply_import_buffer.cc/hh` that reads in 64KB chunks and does any needed
logic for the ASCII/header part to properly split into lines. This avoids
all the mutex locking, locale lookups, C++ abstraction layers overhead
that C++ iostreams have when doing a ton of tiny reads.
Tests:
Extended test coverage with new files (comitted in svn revision 63274).
11 new "situations", in both ascii and binary forms. Additionally, now also
has a Big Endian binary file to test; BE codepath was completely untested
before.
Overall reworked the tests so that they don't do the whole "load dummy
blend file, import ply file on top, go over meshes, check them", but rather
do a simpler "run ply importer logic that fills in PlyData structure, check
that". The followup conversion to blender meshes is fairly trivial and the
tests were not really covering that in a useful way.
Pull Request: https://projects.blender.org/blender/blender/pulls/105842
Viewer node paths usually start with the modifier, but in pinned
node editors the tree may not be used by the object in context.
In that case the modifier part of the path should be ignored.
The viewer node is always disabled in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/105826
Resizing an image via the operator did not mark it dirty
(`IB_BITMAPDIRTY` is needed to pick this up as being modified, if this is
not set, no warning/option is shown on file close).
Note that using RNA would already do this correctly (since it uses
`BKE_image_scale` -- which already calls `BKE_image_mark_dirty`
internally).
Pull Request: https://projects.blender.org/blender/blender/pulls/105851
While **marking** an asset would update the Outliner immediately (this
due to the fact that `ED_asset_generate_preview` indirectly took care of
a refresh), **clearing** an asset would not do this.
Now be explicit about this in the Outliner listener and consider asset
notifiers there.
Pull Request: https://projects.blender.org/blender/blender/pulls/105287
Preview render depsgraphs are put in the depsgraph registry
concurrently with other threads. This was lacking a mutex lock
and a map value that remains unchanged when other elements of
the map are updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/105839
When an object has no UV layers and an anonymous UV layer is created,
the anonymous layer gets set as the default (render) layer. This is
very confusing because it then uses a hidden anonmous layer. This patch
suppresses the usage of anonymous layers for rendering.
Pull Request: https://projects.blender.org/blender/blender/pulls/105192
`scissor_test_set` wasn't able to parse the arguments that were
passed correctly, due to incorrect control data during functino
registration.
This patch uses the correct control data during registration and
is able to parse arguments.
Ref: #104911
Pull Request: https://projects.blender.org/blender/blender/pulls/105850
Auto-depth is no longer reset during consecutive touch-pad motion.
Details:
- Add wmEvent::flag, WM_EVENT_IS_CONSECUTIVE to detect consecutive
track-pad & NDOF motion events. Expose via RNA as Event.is_consecutive.
- Consecutive events are broken by button/key presses and mouse motion.
- Add `WM_event_consecutive_data_*` functions, so operators can store
data between consecutive events.
- Add `ED_view3d_autodist_last_*` functions to access the last autodist
pivot point for view operators to use.
This is an issue revealed by the recent optimization in 4d3bfb3f41 to have
CPU and GPU subdivision topology both cached.
BKE_subsurf_modifier_subdiv_descriptor_ensure is what (re)creates the
topology refiner when needed. Invalidating the topology refiner on changes
must be done before it, otherwise we end up with an incomplete Subdiv that
either does not draw or draws incorrectly.
Pull Request: https://projects.blender.org/blender/blender/pulls/105844
This makes it possible to use `Vector` recursively if the inline buffer
has 0 size. Any other inline buffer size does not work, because then
the type would be embedded in itself which does not make sense.
Pull Request: https://projects.blender.org/blender/blender/pulls/105832
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.
For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.
`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).
Fixes#104305, #105535.
Pull Request: #105773