Move Auto-Offset toggle from Node Editor View menu
into the Editing > Node Editor section of User Preferences,
to reflect its use as a workflow option not configured
per editor or per file.
Pull Request: https://projects.blender.org/blender/blender/pulls/111589
Using a higher number of samples (enough samples to account for the last
second or two of playback for e.g.) can be useful when comparing minor
changes in overall playback speed, where the behavior of multi-threaded
operations can make the value jitter with 8 samples (default).
Using fixed-point arithmetic means the average FPS can be updated
by subtracting the oldest FPS sample before adding the new value,
instead of having to average an array of floats every draw.
Increasing the number of samples now only uses a little more memory
(20kb at most).
The error margin from using fixed-point arithmetic is under 0.5
microseconds per frame - more than enough precision for FPS display.
A commented define is included that shows the error margin when enabled.
When the mouse cursor is outside the window, it's expected to not have
an active area set in context on such screen level operators. Use the
existing context query that handles this case.
`uiBut` cannot simply be zero-allocated any more and needs proper construction
(so the `std::function` members can be constructed properly for example). I'm
not entirely sure where and how exactly the crash happens (happens in release
builds only, so probably optimization related), but this change must be done
either way and fixes the issue.
Remove the global `SculptThreadedTaskData` struct which contained
the arguments to ALL multi-threaded sculpt functions. Use the C++
threading API instead of the old task API, moving the arguments
previously stored in the shared struct to actual function arguments.
Pull Request: https://projects.blender.org/blender/blender/pulls/111525
This was hard coded to 8, which can still result in a number that
jitters making the overall FPS difficult to measure.
The default is still 8, but this is now a preference that can be
increased for values that don't jitter as much.
The average times weren't reset so the last draw time would be used
making the FPS seem low for the first ~10 or so frames.
The averages from the last time the playback operator ran were also
used which could be misleading although this was also limited to the
first 8 frames.
Resolve by freeing the ScreenFrameRateInfo on animation start/end.
Calculating the average FPS was done in the draw function which
also overwrote the old value. With multiple viewports the same
time-delta would be written multiple times causing the FPS display
not to use use REDRAW_FRAME_AVERAGE as intended.
Resolve by only calculating the average once per frame change across
multiple viewports.
This was noted in code comments and checked in Python documentation
generation but not at build time.
Since these enums are identifiers that end up included in various places
enforce the `rna_enum_*_items` convention which was noted as
the convention but not followed strictly.
Partially reverts [0], avoids having to deal with multiple prefix types.
[0]: 3ea7117ed1
TransInfo wasn't initialized, causing drawSnapping to depend on
uninitialized stack memory. When `t.tsnap.flag & SCE_SNAP` happened
to be set - snap would draw.
Initialize the TransInfo struct and set SCE_SNAP explicitly.
Keeping a mutable reference to vertex normals for the entire lifetime
of the PBVH structure makes caching the normals and sharing the cache
harder than it should be. Generally code is safer when we reduce the
number of mutable references to data.
Currently the normals are modified in two places. First is the sculpt
mesh normal recalculation. There we can just retrieve the normals from
the mesh each time. Second is the restore from an undo step. That is
unnecessary because the normals are marked for recalculation anyway.
It doesn't even make much sense to store the normals in an undo step
when we can easily recalculate them based on new positions.
This change helps with #110479. These were also the last place that
kept a mutable reference to normals. I tested undo and redo after
sculpting, and it works well for each PBVH type.
Pull Request: https://projects.blender.org/blender/blender/pulls/111470
The `lib_link` callback cannot always be fully replaced/removed, as in
some case it is also doing some validation checks, or data editing based
on the result of lib_linking internal ID pointers.
The callback has been renamed for that purpose, from `read_lib` to
`read_after_liblink`. It is now called after all ID pointers have been
fully lib-linked for the current ID, but still before the call to
`do_versions_after_linking`.
This change should not have any behavioral effect. Although in theory
the side-effect of this commit (to split lib linking itself, and the
validation/further processing code) into two completely separated steps
could have some effects, in practice none are expected, and tests did
not show any changes in behavior either..
Part of implementing #105134: Removal of readfile's lib_link & expand code.
As pointed out in #111426, the filtering for only editable channels
was wrongly set for grease pencil layers,
the layer being editable if it is not locked, and not the other way around.
Pull Request: https://projects.blender.org/blender/blender/pulls/111475
Co-authored-by: Pratik Borhade <PratikPB2123>
"Auto Keying On" display now respects users MINI_AXIS preferences (default, minimal, none), as well as the navigation (en)disable option. No more text overlapping.
Co-authored-by: Abhinav Chennubhotla
Pull Request: https://projects.blender.org/blender/blender/pulls/111356
There was a difference between drag&drop assets from the asset browser
vs. using the search menu (in that doing it from the menu would
correctly hide the data-block selector on the nodegroup).
Since drag&drop in the Node Editor uses `NODE_OT_add_group` (not
`NODE_OT_add_group_asset` as the menu does), we have to add the hiding
here too (for this, an operator property is added which is set in
`node_group_drop_copy` if we are dropping an asset.
Alternatively, we could use `NODE_OT_add_group_asset`, too, but that
would require somehow setting the "asset" context pointer from the
dropbox copy function [how to do this wasnt obvious for me]. In that
case, we would need to set up a separate dropbox with appropriate poll
functions (so there would be one for asset groups and for the the other
groups).
Pull Request: https://projects.blender.org/blender/blender/pulls/111427
If this is not a system override, this leads to the override actually
being reset (which might affect the 3Dview and most probably affects the
Properties Editor).
Now use the same modifiers as used elsewhere for resetting a library
override.
Pull Request: https://projects.blender.org/blender/blender/pulls/111469
Though this means a few loops are duplicated, overall the code is
easier to reason about because the cases are separated more. This
makes potential changes to the way normals are stored clearer
(related to !110479), and makes potential optimizations easier too.
The operator handled faces visibility change correctly but not
multires. Use the existing PBVH API function for that, also remove
a redundant call to the function that fetched the attribute pointers
again after the change.