It was somewhat arbitrary to have this one pass enabled that adds a bit of
additional memory and render time overhead, even though it's not necessarily
more important than others.
Add overlay option to disable grid drawing.
Reuse drawing code from other editors (timeline editor)
Add argument `display_minor_lines` to function
`UI_view2d_draw_lines_x__discrete_frames_or_seconds`
This way minor line drawing can be disabled and so it doesn't cause
too much visual noise. Also spacing seems to be too fine, so VSE uses 3x
what is defined in preferences.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D11790
Snapping by default goes against convention, so this setting was
re-evaluated. Also snapping by default can conflict with new image
transform system, see T90156
There wasn't consensus, so disable snapping by default to follow
established convention.
ref T89665
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12054
This code was actually buggy (forcefully re-enabling excluded layers in some
cases).
Further more, it should not be needed now that layerCollection resync code
reuses as much as possible existing layers instead of deleting and
re-creating them all the time.
Differential Revision: https://developer.blender.org/D12016
The goal of this refactor is to improve resync of LayerCollections
hierarchy to match again Collection one.
Current code would destroy and re-create valid layers whenever a parent
collection would be removed, which leads to losing way too often
layer-related settings when editing collection hierarchies.
While this could be partially addressed from operators side, there was
no way to fix those issues from lower level, more generic ID management
code like ID remapping or library override resync processes.
The new code builds a shallow wrapper around existing (aka old) layers
hierarchy, does a set of checks to define the status of all existing
layers, and try to find the closest matching unused layer in cases where
layers and collections hierarchies do not match anymore.
The intent is to both re-use as much as possible existing layers, and
to pick the 'best' possible layer to re-use, following those heuristics:
* Prefer layers children of current one first (in old hierarchy), and only
use those from other higher-level hierarchies if no (grand-)child is found.
* Prefer to use closest layers available in the old hierarchy.
NOTE: The new code is about 12%-15% slower than the previous one, which is
expected given the increased complexity. Note that this would not be an
issue in practice if this code was not called way too often (needs to
be converted to lazy update instead, which is a long known TODO).
NOTE: The LayerCollectionResync code uses its own built-in version of
FIFO queue, as performances in this code is currently a critical point
(it can get called tens of thousands of times during a single (heavy)
ID management operation currently, in a production file e.g.).
Differential Revision: https://developer.blender.org/D12016
When deleting a node, links attached to that node are deleted, but if one
of those links was connected to a multi input socket, the indices of the
other links connected to it were not updated. This adds updates both in
the case of a normal delete as well as after a delete with reconnect.
Differential Revision: https://developer.blender.org/D11716
Caused by {rB8cbff7093d65}.
Since above commit only one modifier would get calculated and the
displaylist boundingbox was calculated wrong.
Maniphest Tasks: T90154
Differential Revision: https://developer.blender.org/D12037
Recent own rBabf3ce811f6e prevented any LayerCollection update during
the whole liboverride resync process, for both performances and feature
reasons.
However that means that the various runtime caches like the Base GHash
are not cleared anymore during ID remapping process, so we need to call
`BKE_main_collection_sync_remap` instead of `BKE_main_collection_sync`
when we finally are ready for this update.
Reported by @eyecandy (Andy Goralczyk) from Blender studio, thanks!
Ths commit adds a new `IDNameLibMap` to `Main`, used during file reading
to quickly find already read linked IDs.
Without that, search would use string-based search over list of linked
data, which becomes extremely slow and inneficient in cases where a lot
of IDs are linked from a same library. See also {T89194}.
Extrem-usecase reported in T89194 is now about 4 times faster in linked
data reading (about 2 times faster for the whole .blend file loading).
More normal cases (like Sprites studio production files) have barely
measurable speed improvements, a few percents at best.
NOTE: `main_idmap` API was extended to support insertion and removal of
IDs from the mapping, avoids having to re-create the whole thing several
time during libraries expansion in readcode.
Differential Revision: https://developer.blender.org/D11757
This is an easy & safe, yet not-so-nice way to address the
LayerCollections vs. Collections hierarchy resync problem.
Currently this resync is enforced everytime something changes in the
Collections hierarchy, which is extremely inneficient, and can even
produce 'loss' of LayerCollection data during complex Collection
processes.
Current example is during Library Overrides resync process. New code:
* Makes resync significantly faster (between 10 and 15%).
* Fixes 'disappearing' layer collections settings on sub-collections'
layers.
NOTE: This is not a proper fix for the underlying issue. However,
implementing and testing the 'lazy update' solution as proposed by
{T73411} requires a significant amount of time (especially in testing
and tracking all places where code would need to ensure LayerCollections
are up-to-date), which is not possible currently.
Differential Revision: https://developer.blender.org/D11889
Mantflow only supports wavelet noise, thus the parameter with only one option is no longer useful.
Differential Revision: https://developer.blender.org/D6770
The old modifier code, now just used for Fast, has code in it to
flip faces of arguments when their tranform's negativity differs
from the main object's transform's negativity.
I had neglected to put that logic in when I made the change that
skipped the round trip through BMesh.
Fixing this means that the results are more what the user expects
when some or all operands have negative scales.
The core problem is that the geometry nodes modifier sometimes support
"mapping" (i.e. it remembers which new vertices correspond to edit mode
vertices) and sometimes it does not, depending on what the nodes are doing.
Also see rB07ce9910f7cc.
The solution here is that the fallback case in `BKE_mesh_foreach_mapped_edge`
does not call the callback with "invalid" indices.
Differential Revision: https://developer.blender.org/D12007
Supported multi-threading for bm_mesh_loops_calc_normals.
This is done by operating on vertex-loops instead of face-loops.
Single threaded operation still loops over faces since iterating
over vertices adds some overhead in the case of custom-normals
as the order used for accessing loops must be the same as iterating
of a faces loops.
From isolated timing tests of bm_mesh_loops_calc_normals on high
poly models, this gives between 3.5x to 10x speedup,
with larger gains for meshes with custom-normals.
NOTE: this is part one of two patches for multi-threaded auto-smooth,
tagging edges as sharp is still single threaded.
Reviewed By: mont29
Ref D11928
Because these handles are calculated lazily, we need to make sure they
are calculated before switching to a manually positioned mode.
I doubt it would ever be necessary, but theoretically this could happen
on a per-point level, to avoid calculating handles not in the selection.
When exiting editmode, customdata [and thus attributes] are copied from
**BMesh** to **Mesh** (in `BM_mesh_bm_to_me`).
When adding attributes, these were always added via
`CustomData_add_layer_named` only.
Instead (if we are in mesh editmode), we need to go through
`BM_data_layer_add_named` to properly update the **BMesh** (see
`update_data_blocks`) so we have stuff available to copy back to
**Mesh** when exiting editmode.
Same is done for removing (also going through BMesh).
This is now done, DomainInfo is updated to point to BMesh (instead of
Mesh) customdata when in editmode.
Maniphest Tasks: T90026
Differential Revision: https://developer.blender.org/D11998
This node takes a curve and a point selection and allows you to set the
specified (or all) points left/right or both handles to a given type.
Differential Revision: https://developer.blender.org/D11992
This new variable was introduced with 7898089de3. We don't usually use
an `active` prefix variable. Plus, this makes the name match the one of
the Asset Browser active library variable, so we can use the
`rna_def_asset_library_reference_common()` helper for both.
This will cause Asset Views to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
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.
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.
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.
This node implements shortening each spline in the curve based on
either a length from the start of each spline, or a factor of the
total length of each spline, similar to the "Start & End Mapping"
panel of curve properties.
For Bezier curves, the first and last control points are adjusted
to maintain the shape of the curve, but NURB splines are currently
implicitly converted to poly splines.
The node is implemented to avoid copying where possible, so it outputs
a changed version of the input curve rather than a new one.
Differential Revision: https://developer.blender.org/D11901
This will help enable development on optimizations to the perimeter
calculation here. Using C++ data structures like Array can make the
code easier to read as well.
Longer term, this can help improve integration with attributes
and possibly the new curve code (since strokes and curves are
quite similar in theory).
Differential Revision: https://developer.blender.org/D11941