After 7eda9d8dda, crash occurs when operation search is called and no
active tree element is present. Add missing null check in new poll
function to fix the crash.
Pull Request #105004
For every other texture types this is expected to be implicitly
`GPU_DATA_FLOAT`. There is only one case where this is not the case.
I believe this was previously needed because the data type was
conditionning the texture creation. This is not the case anymore.
Zero-sized gizmos were not shown because GPU does not draw filled
triangles with zero area. This problem is resolved by drawing lines or
points in these degenerated cases.
Scaling is supported via computing the original and the new size, then
treat the case with zero original size separately, instead of only
computing the scale itself.
Actually applies to all `cage2d` gizmos, but not compatible when
translate flag is set.
After 49ad91b5ab, an extra visibility
toggle is being drawn for grease pencil layer in dopesheet. In this PR,
a condition is added to skip drawing of visibility toggle for GPencil
layer. Also, Grease pencil does not support pinning so restore the offset
added to channel for drawing the pin icon.
Pull Request #105080
This was actually caused by two problems. The first is that the
code actually deliberately detects if nothing happened and pushed
an undo step, a bugfix for a problem that no longer exists.
The second was that SCULPT_test_location sometimes does a closest
point search instead of ray casting and didn't check the result
against the brush radius.
This might've been a merge error, the result of color mixing
was being overwritten by a simple copy of source to destination
inside of layerCopyValue_propcol.
Revert #104679. We are just too used to the old behavior, especially
the incorrect vertical clipping. Some uses rely on setting the min and
max of the clipping rect the same. Will have to revisit this later
to only correct for horizontal positioning for full hinting.
Pull Request #105157
Own Code.
In 6514bb05ea I misinterpreted the function's intended
behavior when there was already an existing active layer. The data from
the active layer is just meat to be copied, the function should always
add a new attribute.
Blender currently has 2 algorithms for merging vertices:
- `BKE_mesh_merge_verts`;
- `blender::geometry::create_merged_mesh`
`BKE_mesh_merge_verts` has a simplified algorithm to work with Array,
Mirror and Screw modifiers. It doesn't support merge results that would
create new faces. However it has shortcuts to be more efficient in
these modifiers.
`blender::geometry::create_merged_mesh` tries to predict all possible
outcomes. So it's a more complex. But it loses in performance to
`BKE_mesh_merge_verts` in some cases.
The performance comparison between these two depends on many factors.
`blender::geometry::create_merged_mesh` works with a context that has
only the affected geometry. Thus a smaller region of the mesh is read
for duplicate checking. Therefore, the smaller the affected geometry,
the more efficient the operation.
By my tests `blender::geometry::create_merged_mesh` beats
`BKE_mesh_merge_verts` when less than 20% of the geometry is affected
in worst case `MESH_MERGE_VERTS_DUMP_IF_EQUAL` or 17% in case of
`MESH_MERGE_VERTS_DUMP_IF_MAPPED` .
For cases where the entire geometry is affected, a 30% loss was noticed,
largely due to the creation of a context that represents the entire mesh.
Co-authored-by: Germano Cavalcante <germano.costa@ig.com.br>
Pull Request #105136
When using the frame channel operators from #104523
the framing would fail under the following circumstance.
* In the graph editor
* Using normalized view
* with a curve that has a y-extent of less than the focus threshold of 0.01
The issue was the the clamping code was
before the normalization multiplication.
Pull Request #105121
When using the "Frame Channel" operator in the Dope Sheet
the view would always go back to the top.
Fix it by copying the y bounds when in the Dope Sheet.
Pull Request #105123
Using spans instead of raw pointers helps to differentiate ararys from
pointers to single elements, gives bounds checking in debug builds, and
conveniently stores the number of elements in the same variable.
Also make variable naming consistent. For example, use `loops` instead
of `mloop`. The plural helps to clarify that the variable is an array.
I didn't change positions because there is a type mismatch between
C and C++ code that is ugly to manage. All remaining code can be
converted to C++, then that change will be simpler.
Pull Request #105138
This code seems to be left over from before edges, polys, and loops were
stored in CustomData. They are already copied by the CustomData copy
calls directly above, which already deal with every other layer.
Resolving builtin uniforms and uniform blocks when creating
shader interface. This maps builtin uniforms to uniforms
defined by the shader. Works the same as the OpenGL
builtin uniforms.
Pull Request #105128
When using ShaderCreateInfo with builtin uniform(blocks) there are
cases where the current implementation could not find an existing
block. The reason is that it uses name matching and name matching
requires that the shader inputs are sorted based on the name hash.
This change fixes this by first for the sorting of the shader
inputs before resolving the builtins.
Pull Request #105127
Cycles fallback display shader previously did not use viewport.
This would crash or cause the display not to show when using
GPU backends other than OpenGL, if another display shader
was unavailable.
Now use ShaderCreateInfo for Cycles fallback display.
Authored by Apple: Michael Parkin-White
Ref #96261
Pull Request #104987