`uiBut` contained a variable that was only used for these hot-key
buttons. This may also help getting rid of the `UI_BUT_IMMEDIATE` flag,
which is also only used for this button type. We are running out of
available bits for flags, so this would be useful.
Continuing the work from 49f088e2d0. Part of T74432.
This abuse of one one size value to handle another allocated array of a
different size is bad in itself, but at least now read/write code of
this modifier should not risk invalid memory access anymore.
NOTE: invalid memory access would in practice only happen in case endian
switch would be performed at read time I think (those switches only check
for given length being non-zero, not for a NULL data pointer...).
This is a bit tricky exceptional case, which originates to an original
motion tracking commit. Took a while to remember what it is ab out so
here is a comment for the future developers.
This reverts the commits 8d9d5da137,
59cd616534 and
98a04ed452.
The commits are causing issues with MSVC, see D14926. I'm working on a
different solution, but that will need some work.
This was because the main `surface_vert.glsl` was changed to accomodate the
needs of the `ShaderCreateInfo` but was still used by the cryptomatte
shader. The fix is to include the same libraries as the material shaders
and bypass `attrib_load()`.
This creates a new curves object with the name of the particle system.
The generated curves match the current evaluated state of the active hair
particle system.
Attachment information is not transferred currently.
Differential Revision: https://developer.blender.org/D14908
The OBJ parser was primarily using StringRef for convenience, with
functions like "skip whitespace" or "parse a number" taking an input
stringref, representing an input line, and returning a new stringref,
representing the remainder of the line. This is convenient, but does
more work than strictly needed -- while parsing, only the "beginning"
of the line ever changes by moving forward; the end of the line
always stays the same. We can change the code to take a pair of
pointers (begin of line, end of line) as input, and make the
functions return the new begin of line pointer. This makes the return
value neatly fit into a processor register, which StringRef did not.
On Windows, this does result in non-trivial speedups in the actual
OBJ file parsing part, due to Windows calling convention where return
values larger than 64 bits are returned via memory. Does not
measurably affect performance on Mac/Linux, because the calling
convention there uses a pair of 64-bit registers to return a
StringRef.
End-to-end times of importing several test files, on Windows
(VS2022 build, Ryzen 5950X):
- Monkey subdivided to level 6, no normals (220MB file): 1.25s -> 0.85s
- Rungholt minecraft level (270MB file): 7.0s -> 5.8s
- Blender 3 splash scene (2.4GB file): 49.1s -> 45.5s
The full import process has a lot of other overhead besides actual
OBJ file parsing (mostly creating actual blender objects out of
parsed data). In pure parsing, in the monkey test scene above, the
parsing part goes 1.0s -> 0.6s.
Reviewed By: Howard Trickey
Differential Revision: https://developer.blender.org/D14936
This was caused by the `mb_data->obmat[]` being wrong because they are
now shared between the particle system and the object.
But Hair need the dupli parent matrix instead of the object matrix.
Disabling `Show Emitter` option fixes the bug.
To avoid this problem, request a different `EEVEE_ObjectMotionData`
for particle systems using a different key pointer in the hash.
This is a bit dirty but there is less code polution using this workaround.
Differential Revision: https://developer.blender.org/D14911
Pattern is expected to be freely resized to any size, and the search
area s to become bigger when needed.
Remove confusing pattern size clamping which was actually clamping
search area.
There should be no functional changes.
There are two problems when adding a paint slot to an object without an
existing material. First, the `invoke` method creates a material on the
object. This modifies the object even if the operation is not executed.
Second, the fill color defaults to black when there is no existing
material (even when adding a normal, bump, or displacement layer).
This patch moves the material creation to the `exec` method.
When no material exists on the object, a default Principled BSDF is
referenced for default colors in the `invoke` method.
Differential Revision: https://developer.blender.org/D14828
If merging is enabled, the mesh might be recreated before
the dirty flag can be cleared, which means the normals aren't
valid anymore. To fix this, clearing the dirty flag should happen
before the merging. This is an existing bug, just exposed by
more recent explicit dirty normal tagging.
In rare cases the mesh has not been evaluated when snapping, this fix
just prevents the crash as is done elsewhere in Blender when the
evaluated mesh isn't available, there is a separate report (T96536)
about evaluation not working properly.
This completes support for tiled texture packing on the Blender / Cycles
side of things.
Most of these changes fall into one of three categories:
- Updating Image handling code to pack/unpack tiled and multi-view images
- Updating Cycles to handle tiled textures through BlenderImageLoader
- Updating OSL to properly handle textures with multiple slots
Differential Revision: https://developer.blender.org/D14395
Having to manually increase all other flag values to be able to add a
new internal flag is quite annoying. Just make space for a few more
once.
Generally I'd say internal flags are preferable, since it increases
encapsulation. So good to avoid making this a hassle.