Need to communicate available number of threads to the camera
intrinsics implementation, otherwise default value of 1 is used.
Must have been single-threaded for a very long time.
When setting the current playback time in BKE_sound_play_scene we didn't
account for the frame length. So the current frame/time would be wrong
when we asked the audio playback what time it was.
This would lead to playback being offset when using time remapping and
AV sync.
Reviewed By: Richard Antalik and Sybren A. Stüvel
Differential Revision: http://developer.blender.org/D7248
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
The 'name' parameter of `BKE_idtype_idcode_from_name()`, and the `str`
parameter of `idtype_get_info_from_name()`, are expected to be the
'user visible name' of an `IDTypeInfo` struct. This is made clearer in
the code by renaming those parameters to `idtype_name` and mentioning
it in the documentation of the `BKE_idtype_idcode_from_name()`
function.
Differential Revision: https://developer.blender.org/D7317
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
My compiler (GCC 7.5.0) was warning about these variables potentially not
being initialised. Since the function is highly complex, instead of
analysing it I just trust my compiler and added initial values.
This should be no functional change.
In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
Allows to know what level sculpting has been done after the value has
been changed in the MultiresModifierData.
No functional changes, just preparing code to have everything needed
for propagation undo.
Differential Revision: https://developer.blender.org/D7307
This fixes the following issues:
- Previously, the face set from the active vertex was used directly. Vertices always return the most recently created face set, so in some cases there may be some face sets that were not possible to select as active. Now the active face set is set in the ray intersection, so it always matches the face under the cursor.
- When drawing face sets they were set per vertex, so it was not possible to paint one face at a time. Now face sets are painted per poly when using the brush on meshes, testing the distance to the center of each poly.
- The code for the active vertex on PBVH_GRIDS was not correct, so I also fixed that to test if everything was working correctly.
{F8441699}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7303
tile
This happened when the UDIM tiled image needed to be colormanaged, so
- when you set up the image as sRGB, then save as EXR/HDR/...
- other way around as well: when you set up the images as Linear then
save as PNG/JPG/...
Reason being that for UDIM tiled images, `image_save_single` is called
multiple times [once for each tile] and everytime `image_save_post` will
fire the `IMA_SIGNAL_COLORMANAGE` signal which clears the cache if any of
the above two is the case. Without the cache, the next tiles cannot be
saved.
Now determine if the colorspace changed from
`image_save_single`/'image_save_post' and only fire
IMA_SIGNAL_COLORMANAGE once from BKE_image_save in the end.
(thx @brecht for suggesting this alternative to the original fix)
Maniphest Tasks: T75234
Differential Revision: https://developer.blender.org/D7296
Actually, begin will do the entire initialization.
Refine will only refine if there is a topology refiner associated
with the Subdiv descriptor.
Allows to refine Subdiv to new coarse positions without touching
displacement evaluation. Will be needed to update SubdivCCG during
sculpt undo.
This implements the Sculpt Mode API functions needed for Face Sets and
visibility management for PBVH_GRIDS. No major changes were needed in
the operators and the sculpt mode code. This implementation stores the
face sets in the base mesh, so faces created in higher subdivision
levels can't be modified individually. Also, we are not checking for
multiple face sets per vertex (that can be added in the future), so
relax tools don't work yet. The rest of the features (paint, undo,
visibility operators..) work as expected.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7168
Clear is_identical_future before adding a next undo step, to avoid wrong
values for cases where we undo and then add a step with different changes
than what was previously the next step.
Ref D7274
Required for collisions with moving rigid bodies. Otherwise the static optimization mode will be kept and the obstacles would be calculated only once at the beginning.
This is not dependent on having an armature as mentioned in T75111.
The collider simply has to be animated.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7251
Might have happened when Apply Base is used in sculpt mode.
In practice this probably was fine, since the operator tags object
for update, so the pointers will be restored back to what they should
be.