The ListBase next/prev pointers will change everytime you add or rename
an ID, also for 'neighbors' data-blocks in the list, causing unnecessary
'changed' detection.
This info is not needed in blendfile anyway, so just NULLify it.
There is no reason to have the children enable/disable state to
influence the parent collection. Specially considering that the parent
collection itself can have objects that would be visible.
Reviewed by: dfelinto, brecht
Differential Revision: http://developer.blender.org/D7864
Properly align every involved edge when performing 'tolerant' area joins.
Differential Revision: https://developer.blender.org/D7859
Reviewed by Brecht Van Lommel
The feature where the active strip determines what strip will be the
first input in effect strips can be quite a puzzle for users.
The operator to swap the inputs is hidden in the Strip menu.
This adds the swapping to the Effect sidebar panel.
Differential Revision: https://developer.blender.org/D7849
- Rename "Scene Preview/Render" to "Scene Strip Display",
since this relates to Scene Strips.
- Move the "Scene Strip Display" down, so the view settings are on top.
Differential Revision: https://developer.blender.org/D7676
The new "heading=" option allows for a more simple way to expose the
Text strip Shadow operator.
Differential Revision: https://developer.blender.org/D7535
It was causing wrong binding for image animation: since there was no
ID node for texture at the moment of build_animdata original texture
ID was passed to the callback. This is not what is supposed to happen.
This is part of fix for T65889.
Using remove double wasn't reliable as the matrix argument
could cause vertices to be further apart than the threshold allowed for.
This happened when adding cones using the new add tool.
- Interactively adding primitives with two clicks.
- Scene orientation used for new objects.
- Depth [view-plane, axis-plane, surface]
- Origin [base, center]
- Primitive types [cube, cylinder, cone, uv-sphere, ico-sphere ]
- Settings for object types in the top-bar.
Shortcuts:
- Snapping (Ctrl).
- Constrain 1:1 aspect (Shift).
- Toggle center (Alt).
Part of T57210 design task.
This implements a generic color datalayer and its functions. Based on
D5975.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7838
This was propsed in D7059, so I applied it to the rest of the code
Reviewed By: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D7480
If all vertices in the sculpt are visible create the new face set and
update the default face set. This is the same as disabling the overlay,
so it will not have the extra performance cost of rendering a colored
face set twice that gives no information.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7530
The input data to the OptiX denoiser was clamped to 0..10000 as required, but it could easily
exceed that range with a high number of samples (since the data contains the overall sum). To
fix that, divide by the number of samples first and multiply it back in after the denoiser ran.
This change makes it so vertices of edge are only stored when edge
has non-zero crease. This allows to lower memory footprint of 1.5M
faces from 78 MiB to 54 MiB in the case all creases are zero.
Meshes with crease are more hard to predict due to array-based
storage, so it all depends on index of edge with crease. Worst case
(all edges are creased) still stays at 78 MiB.
Makes it possible to set adjacent vertices after edge sharpness.
Initially it seemed like useful sanity check, but with time it
became rather a burden.
Avoid per-face pointer and allocation: store everything as continuous
arrays.
Memory footprint for 1.5M faces:
- Theoretical worst case (all vertices and edges have crease) memory
goes down from 114 MiB to 96 MiB (15% improvement).
This case is not currently achievable since Blender does not expose
vertex crease yet.
- Current real life worst case (all edges have crease) memory goes
down from 108 MiB to 90 MiB (17% improvement).
- Best case (no creases at all) memory goes down from 96 MiB to 78 MiB
(19% improvement).
While this looks trivial it already allowed to catch issues in one
of previous attempt to optimize memory usage. It will totally be
useful for an upcoming refactor of face topology storage.
Allows to perform comparison by doing linear comparison of indices.
Before cyclic match was used to deal with possibly changed winding from
OpenSubdiv side.
Speeds up comparison (and hence improves FPS), makes code more reliable
nut uses more memory.