Replaces vector of allocations with dynamic linked list.
Bug caused by previously freed buffers still having been in the
list. Linked list enables fast removal of already-released buffers.
Also ensured that the memory manager classes are included in
memory tracking.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108940
In this specific code path (recursive reading inside .blend files
containing assets), reading datablocks marked as asset would move
ownership over the asset metadata without indicating that in the source
that owned it previously. This would cause a double free attempt.
There where glitches while weight painting in Grease Pencil with
auto-normalize enabled. This resulted in incorrect weights on vertices.
And sometimes a vertex group not deformed by bones was also affected
by auto-normalize (which should never happen).
This was due to:
- An erroneous line in the auto-normalize function which led to an
index out of bounds (and screwing up the vertex weights).
- An edge case where the active vertex group was de facto the only
group to be normalized.
Also in this patch:
- Removal of unreachable code
- Better names for the auto-normalize functions
Pull Request: https://projects.blender.org/blender/blender/pulls/109036
There is an optimization to avoid creating the attribute if we only
set faces smooth. But since "use_smooth" and "sharp_face" are
inverted, the check for that case needs to be invertex compared
to other similar attribute setters.
`strcpy` could overflow the destination buffer by 768 bytes,
use FILE_MAX for the filepath buffer size.
Also include the size in the functions signature to avoid similar
errors in the future.
Just avoid creating links to outside the group. The original
version worked a little more accurately. But still she was just
making up links (because the inline version of the graph wasn't the same anyway).
For now, this is just a workaround to work around the
problem in the new behavior caused by fa3ca9afdb .
Pull Request: https://projects.blender.org/blender/blender/pulls/108332
Searching for a simulation state at a particular frame was implemented
with a linear loop. The timeline did that for every visible frame,
giving quadratic performance overall when zoomed out. Since the
states are already assumed to be sorted by frame, we can use binary
search instead giving logarithmic performance for each lookup instead.
In the test file from #108097, instead of dropping to 20-30 FPS
after about 4000 frames, I observed the original 70 FPS.
Pull Request: https://projects.blender.org/blender/blender/pulls/109037
Modifiers can use the same bake directory now. If multiple modifiers
using conflicting paths are baked at the same time there is now an
error popup.
Modifiers can also bake to directories that already contain data
(including their own). To give users a heads-up there is now a
confirmation popup in that case. It only comes up once per bake operator
invoke to strike a balance between silently overwriting data and not
being too obnoxious when users want to rebake the same simulation many
times.
Pull Request: https://projects.blender.org/blender/blender/pulls/108288
Fixed an issue where meshes without loose elements or hidden triangle
faces were not taking into account the relevant masks.
From the user's perspective, this might not have seemed like a
significant problem. However, hidden faces in edit mode were
occasionally still snappable.
Duplicating will otherwise keep the same bake directory, which causes
a path conflict and requires manual fixing by users. Clearing the path
on copy makes it so the default path is generated on baking.
This does not change the path when doing internal copies, like
- Depsgraph "evaluated" object vs "original"
- Appending or linking objects
- Making a linked object local
Pull Request: https://projects.blender.org/blender/blender/pulls/109014
The counters for polygons count and face corners count were inverted,
leading to various out of bounds accesses due to wrong data size
allocation.
Not sure where the bug comes from, whether it's original, or a typo from
some refactor.
The Alembic procedural was refrenced here even if USD was loaded.
Now check the CacheFile type and let the user know Render Procedurals
are only supported for Alembic atm.
Pull Request: https://projects.blender.org/blender/blender/pulls/108701
Since we scale the GPU matrix a certain way (in order to draw a round
circle even for different UI x/y scaling), we have to also compensate
with GPU matrix translation (instead of drawing the raw
frame/value as coords untranslated).
There might be ways to solve this differently (e.g. manipulating the passed
coords instead of the GPU matrix or having a version of imm_drawcircball
that can do this in a way that compensates UI view scaling), but this seems
to be the most straightforward.
Thx @mano-wii hinting at the way to do this with GPU matrix alone.
Should probably go into 3.3 LTS as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/108979
As Alembic stores hierarchies as paths separated by a forward slash, such
character cannot be used in a name. This resulted in an uncaught thrown
exception. To fix this, replace '/' with '_' like for other illegal
characters.
The Alembic data streaming can optionally interpolate between vertex of
two adjacent frames in order to smooth out the transition between
frames.
However, the decision to interpolate is only based on the vertex count.
This is not too robust as topology/connectivity can still differ even if
the number of vertices is the same (for example physics simulations and
videogrammetry can be set to output the same vertex count, but optimize
the triangle placement). This lead to vertices of unrelated polygons
being interpolated across frames.
To fix this, we now also check if the connectivity across frames is the
same, instead of just checking the topology counters. Although the bug
is revealed by the vertex interpolation routine, a similar fix is applied
to the check on topology change used to decide if the modifier has to be
evaluated for orco evaluation.
Pull Request: #105867
Caused by cad897de16
The crash happens because the `SnapData_EditMesh` is removed from the
map but still accessed afterwards.
However, after cad897de16, invalidating an object's unique snap date is
no longer required.
Sometimes the modifier has never been evaluated by an active depsgraph
before it is used for rendering. In this case, the baked data was never
loaded. Now also allow checking for baked data in a non-active depsgraph.
The locking that is in-place already should probably already be enough
to make this thread-safe but maybe that could be made more explicit.
With this the simulation cache pointer is copied over to the evaluated modifier.
This allows the original modifier to be removed without breaking the evaluated
modifier, which results in better decoupling. This can avoid issues when a
non-active depsgraph is evaluated in the background while the user is manipulating
the scene.
Also, it is now assumed that the simulation cache is always allocated even if
there is no simulation (similar to run-time data). This simplifies the code.
Pull Request: https://projects.blender.org/blender/blender/pulls/108976
The face normal was used in local space whereas it is needed as a global
direction (since other vectors here are in worldspace as well --
knife_input_ray_segment() returns worldspace).
Could go into 3.3 LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/108938
e5ec04d73c changed the way crease vakyes are stored in 4.0.
Add versioning for reading the new files that replaces the new generic
attributes with the old non-generic custom data layers. The code is
paranoid with lots fo checks I expect will typically not be necessary.
Similar to f75af7cbf5
Interpolation from edge attributes is unsupported, and the data
of the new point attribute was uninitialized. As a fix, just avoid
interpolating edge attributes in the first place.
PyUnicode_AsUTF8AndSize is used when renaming a custom python property,
this method stores the size of the string without including the null
terminator in the size.
Renaming a custom python property now includes the null terminator when
copying the new string name.
Pull Request: https://projects.blender.org/blender/blender/pulls/107983
The split edges code had a complex method of merging duplicate edges,
going backwards to avoid shifting elements in a vector. Sometimes it
could result in incorrect corner edge indices though, if it moved an
index that matched one of the local variables (I think! I've bee
trying to understand this all day and still struggling). Instead,
replace it with a `VectorSet` that handles the deduplication by
itself, and avoid creating the new edges until the end.
I think this code could still be simpler if we tried to reduce the
amount of things happening at the same time, making more code
deal with the input or final state rather than an in-between one.
But to avoid making the change too complicated I stopped here.
Pull Request: https://projects.blender.org/blender/blender/pulls/108826
Before 4369627e71, the Mirror modifier merge did not interpolate
customdata.
Previously, the customdata was simply copied from the original vertex
during the merge, resulting in the retention of flags such as
`MVERT_SKIN_ROOT`.
This fix could just repeat that behavior for mirror. But these flags
can be useful in other cases, so this commit re-adds them to the
resulting merged vertex.
Although this can generate geometries with multiple roots on the same
island, there are different scenarios in which this can happen.
Therefore, multiple roots on the same island is not necessarily
considered a bug.
Socket shapes are used in geometry nodes to indicate field types.
In other tree types (e.g. shaders) the socket shape is not touched at
all. Since nodes can be copied from geometry node trees, we need to
reset the socket shape when copying to a shader, compositor, or texture
tree.
Pull Request: https://projects.blender.org/blender/blender/pulls/108412