When activated in modal, `translate`, `resize`, `rotate`, `shear` and
`edge_rotate_normal` use a different orientation than the set in scene.
This orientation needed to match since some of these modes can be switched
during operation.
The default orientation for these modes was `V3D_ORIENT_VIEW`.
And this changed when finishing the `translate` and `resize` to
`V3D_ORIENT_GLOBAL`.
But this could cause inconsistencies when inputting values from the
keyboard.
The solution now is to change the orientation when you change the mode.
---
Note: Although the user can expect the value entered to reflect the
orientation set in the scene, it would require a lot of changes and would
not be really useful.
Extracts `nlasnapshot_blend_get_inverted_upper_snapshot()` from
`BKE_animsys_nla_remap_keyframe_values()`
This introduces a new struct member:
`NlaEvalChannelSnapshot->remap_domain` and marks which values of
`blended_snapshot` are processed for remapping/used-for-inverting.
Effectively, it marks which values have successfully been remapped and
can be further used for remapping.
`nlasnapshot_blend_get_inverted_upper_snapshot()`:
output snapshot `r_upper_snapshot` has each channel's `remap_domain`
written to which effectively marks the successfully remapped values.
The only reason a value is not in the remap domain is if inversion
failed or it wasn't marked to be remapped.
`..get_inverted_upper_snapshot()` has a variant `nlasnapshot_blend()`
from {D10220}, but this patch doesn't depend on it at all. A third
variant will later be added `..get_inverted_lower_snapshot()`.
Altogether, these three functions allow solving for any of
(lower_snapshot, upper_snapshot, blended_snapshot) given the other two.
The function `..get_inverted_lower_snapshot()` will also similarly
process the remap domain of the blended and lower snapshot.
added assertions within `nlasnapshot_blend()` and
`..get_inverted_upper_snapshot()` to future proof branches dealing with
blendmode and mixmodes. (suggested by sybren)
No user functional changes
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D10222
This turns links red if no implicit conversion can be made between the
from socket and the to socket. For geometry nodes this happens with
object, geometry, collection, and string sockets that are connected to
a different type. The change is simply implementing a callback that is
already implemented for other node tree types.
Differential Revision: https://developer.blender.org/D11229
Add translation/rotation/scale parameters for custom bones shapes. The
new scale is a 3D vector `custom_shape_scale_xyz`, and replaces the
`custom_shape_scale` float.
Reviewed By: #animation_rigging, sybren, zeddb
Differential Revision: https://developer.blender.org/D10974
Previously we had a lot merge conflicts since we always put the most
recently added node at the bottom. By sorting the list we will have
one fewer merge conflict when a node is added in most cases.
The id-property iterator referenced a PyObject pointer without
increasing it's user count - allowing for errors if the value
goes out of scope during iteration.
Similar to how `GVArray_For_VArray` implements `materialize_impl` to
forward the work to its non-generic virtual array, we can do the same
thing for the mutable version, `GVMutableArray_For_VMutableArray`.
This commit should have no visible changes, since as far as I can tell
the only user of this class does not implement special materialize
methods anyway.
This enables the overlay for instanced geometry.
After this change, objects that are an instance of the current active
object (which are also being modified in the current active mode) won't
fade, which is different from the previous behavior.
Reviewed By: fclem
Maniphest Tasks: T82155
Differential Revision: https://developer.blender.org/D9362
When checking if the mesh has only one Face Set only the current active
component for expand needs to be checked. Otherwhise other components
that won't be modified by Expand that contain other IDs will be taken
into account, making the Face Set deletion go into an infinite loop.
Reviewed By: JacquesLucke
Maniphest Tasks: T88060
Differential Revision: https://developer.blender.org/D11169
Update the "current value" of the Shape Key blend amount when value is
not within the min/max range. New function `rna_ShapeKey_update_minmax`
used to update and clamp the current value.
Reviewed By: mano-wii, lichtwerk, #animation_rigging, sybren
Maniphest Tasks: T54339
Differential Revision: https://developer.blender.org/D11071
When a scene uses cryptomatte the viewport rendering would lead to a
memory leak. The reason was that all image renders (viewport+final)
activated cryptomatte. But is only used for final rendering.
This patch only activates cryptomatte when doing final rendering.
Was giving a warning:
```
BKE_spline.hh:293:35: warning: 'interpolate_to_evaluated_points' overrides a
member function but is not marked 'override' [-Winconsistent-missing-override]
```
Mistake in {rBe48c4d73d378}.
Was using the vertex index as a lookup for the loop color (instead of
the loop index).
(Issue was not present in original D1429 btw).
Maniphest Tasks: T88145
Differential Revision: https://developer.blender.org/D11212
These variables and methods should make it easier to loop through buffers elements/pixels. They take into account single element buffers.
Single element buffers can be used for set operations to reduce memory usage.
Usage example: P2078
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D11015
This allows extra options (in-front and stroke order) to be shown when adding line art kind of grease pencil object.
Reviewed by: Antonio Vazquez (antoniov)
Diff: https://developer.blender.org/D11130
The last point of the output was at the same location as the
first point of a cyclic spline. The fix is simple, just account for
the cyclic when choosing the sample edge length, and don't
hard code the last sample.
The spline `length` function assumed that the curve always had evaluated
edges. That is clearly false. This commit adds a check to `length` and a
special case for a single point in the curve resample node.
This commit uses two changes to improve the performance of the point
instance node.
**Prevent Reallocations**
At 64 bytes, the transform matrix for every instance is rather large,
so reallocating the vector as it grows can become a performance bottle-
neck. This commit reserves memory for the instances that will be added
to prevent unecessary reallocations as the instance vector grows.
In a test with 4 million instances of 3 objects in a collection, the
node was about 40% faster, from 370ms to 270ms for the node.
**Parallelization**
Currently the instances are added by appending to a vector. By changing
this slightly to fill indices instead, we can parallelize the operation
so that multiple threads can fill data at the same time. Tested on a
Ryzen 3700x, this reduced the runtime from the above 270ms to 44ms
average, bringing the total speedup to ~8x.
Note that displaying the instances in the viewport is still much slower
than the calculations in node, this change doesn't affect that.