This modifier still has issues that are not related to this port:
- While editing the deformation mesh, the deformed mesh doesn't update.
This update only happens after exiting edit mode, making editing
cumbersome.
- Binding doesn't work yet. It works fine when binding in master and
loading pre-bound in 2.8. This was also an issue before this port, and
will be investigated separately.
This function creates a Mesh struct with a number of vertices/edges/etc.
It allocates the minimal number of CD layers needed.
Currently not yet used, but will be soon in the upcoming
BKE_new_mesh_from_curve_displist().
This introduces `BKE_mesh_to_bmesh_ex()`, which exposes all of the
`BMeshFromMeshParams` parameters to the caller. This is required to enable
the `calc_face_normal` flag, which is required for the Bevel modifier.
This also introduces `BKE_bmesh_to_mesh()`, which allocates a new `Mesh`,
converts the `BMesh` to it, and returns it. The returned mesh is owned by
the caller.
This commit introduces `EditMeshData`. The fields in this struct are
extracted from `EditDerivedBMesh` into their own struct `EditMeshData`,
which can then also be used by the `Mesh` struct. This allows passing
deformed vertices efficiently to the draw routines.
The modifier code constructs a new Mesh instead of writing to ob->data;
even when ob->data is a CoW copy, it can still be used by different
objects and thus shouldn't be modified by a modifier.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.
For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.
This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.
Differential Revision: https://developer.blender.org/D3148
Free code should not handle ID refcounting at all. This has to be done
at higher level, since in some case we want to free (temp) data that
actually did not refcount at all its IDs.
This change seems to be working OK, but as usual in that area, only
lots of testing in real-case situation will say whether there are some
hidden bugs or not.
This merges changes in internals, runtime-only of existing custom
normals code, which make sense as of themselves, and will make diff of
soc branch easier/lighter to review.
In the details, it mostly changes two things:
* Now, smooth fans (aka MLoopNorSpaceArray) can store either loop
indices, or pointers to BMLoop themselves. This makes sense since in
BMesh, it's relatively easy to get index from a BMElement, but nearly
impracticable to go the other way around.
* First change enforces another, now we cannot rely anymore on `loops`
being NULL in MLoopNorSpace to detect single-loop fans, so we instead
store that info in a new flag.
Again, these are expected to be totally non-functional changes.
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
Solves these security issues from T52924:
CVE-2017-12081
CVE-2017-12082
CVE-2017-12086
CVE-2017-12099
CVE-2017-12100
CVE-2017-12101
CVE-2017-12105
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
The issue actually goes a bit deeper, converting curve to mesh will
change texture space just because font and bezier curves are using CV
to calculate texture space.
So now when those objects are converted to mesh, we disable auto
texture space and copy evaluated space over.