Currently the wording is a bit unclear: it doesn't specify //what// the particles will be converted into. This clarifies it by stating what the particles will be converted into: they will either be converted to a mesh or the instances will be made real.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11795
Just add a check for whether the mesh has faces when retrieving an
attribute on the corner domain. In the future there could be an info
message in the node in this case, since maybe it's not intuitive.
Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
For this to work, the utility function needs to be callable without
context, which is only needed for a File Browser specific hack anyway
(doesn't apply to this usage of it).
While the asset-handle design is supposed to be temporary (see
35affaa971), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
Note that the current asset-handle design is temporary, see
35affaa971. I still prefer this to be const, as code outside the
asset-list/file-list code should never mess with the file data of an
asset.
The asset handle design is only temporary (see 35affaa971) and this
RNA property is only needed for internal, technical reasons of the asset
view template. So although not nice, at least make it clear in the RNA
property description that this should not be used.
Using const indexes and offsets helps to make the logic less sequential,
which is hopefully easier to understand and possibly easier to parallelize
in the future. Also order return arguments last.
Remove the assumption of the pose library that Action groups are named
after the bones in the armature. Even though this assumption is correct
when the keys are created by Blender, action groups can be renamed. Keys
created by Python scripts can also use arbitrary group names.
Since there is more code in Blender making this assumption, and looping
over selected bones is also a common occurrence, this commit contains
some generic functionality to aid in this:
- `BKE_armature_find_selected_bones`: function that iterates over all
bones in an armature and calls a callback for each selected one. It
returns a struct with info about the selection states (all or no bones
selected).
- `BKE_armature_find_selected_bone_names(armature)` uses the above
function to return a set of selected bone names.
- `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve
in an Action that targets a bone, also passing it the bone name.
Convert `pose_backup.c` (in C) to `pose_backup.cc` (in C++). This will
make future improvements easier. For now, it's the same code with just
some additional explicit casts (C++ doesn't allow implicitly casting
`void *`), `NULL` changed into `nullptr`, and some other simple changes.
No functional changes.
The node tagged polys normals dirty, but the function to calculate the
normals didn't clear the dirty flags for polys. Now clear the poly and
corner dirty normal flags.
The test forgot to set the new need_ids field, which luckily
exposed a bug in the C api for delaunay when that field is false.
Fixed the bug and the test, and added a test for the need_ids false
case.
Wording on the UI, slider consistency and material mask switches layout.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: http://developer.blender.org/D11839
Also use `const Curve *` instead of `const Object *`, since the
function works at a lower level than objects anyway.
And also remove another unused function. Since this section of code
for converting curves to meshes will likely be replaced, it's nicer to
see which parts actually remain used at this point.
Function signatures for snap callbacks used `const` incorrectly
which was hidden by casting function types.
This made it seem as if the input arguments wouldn't be change and
wouldn't be initialized.
Name return arguments with an `r_` prefix, order them last,
remove function casts and correct `const` usage.
When fixing issues, seeing operation results can be helpful for
detecting which operation went wrong.
This commit adds an option for exporting all operations results to
image files.
Exceptions are:
- Output operations: They are already exported or can be seen in UI.
- Constant operations: There are too many and is rarely useful.
They are exported to "<temp session folder>/COM_operations/"
with filenames "<operation class name>_<operation id>.png".
Only works on full frame execution mode.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11722
Adds full frame implementation to this node operation.
No functional changes.
2.4x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11677
Adds full frame implementation to this node operations.
No functional changes.
2.3x faster than tiled fallback on average.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11686
Adds full frame implementation to this node operation.
No functional changes.
No performance changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11698
Adds full frame implementation to this node operation.
No functional changes.
No performances changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11750
Adds full frame implementation to this node operation.
No functional changes.
3x times faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11635
Currently we mostly iterate buffer areas using x/y loops or through
utility methods extending from base classes.
To simplify code in simple operations this commit adds wrappers for
specifying buffer areas and their iterators for raw buffers with any
element stride:
- BufferRange: Specifies a range of contiguous buffer elements from a
given element index.
- BufferRangeIterator: Iterates elements in a BufferRange.
- BufferArea: Specifies a rectangle area of elements in a 2D buffer.
- BufferAreaIterator: Iterates elements in a BufferArea.
- BuffersIterator: Simultaneously iterates an area of elements in an
output buffer and any number of input buffers.
- BuffersIteratorBuilder: Helper for building BuffersIterator adding
buffers one by one.
For iterating areas coordinates it adds `XRange` and `YRange` methods
that return `IndexRange`.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11882
Although currently only the asset list code uses the asset library
reference wrapper, it can stand on its own and may be used in more
places in the future. So I prefer to give it its own source & header
file.
Also removed unused includes, added proper namespaces as per our C++
style guidelines, and removed an unnecessary TODO comment.
No operator or macro should be missing description. But if they do, then
they should use NULL pointer, and not an empty string.
This behavior was already enforced (through an assert) for operators,
previous commit made it the same for macros.
Code dealing with macro operators missing description field was slightly
different than the one from Operator registration.
This lead to invalid memory accesses in some python introspection cases
like the i18n messages extraction code in `bl_i18n_utils` module.