Empty images were implemented to expand (and eventually replace)
the background images functionalities. If we are ever to drop
background images "image empties" should support stereo/multi-view as well.
The renderpasses for grease pencil are not necessary when render from
sequencer.
This fix solves the GPF but we need to rethink the complete render
process for grease pencil and integrate better in the render and
composition workflow.
Thanks to Dalai Felinto por helping in the debug and fixing of the
problem.
it seems to me the icons are unused:
- VICO_VIEW3D_VEC
- VICO_EDIT_VEC
- VICO_EDITMODE_VEC_DEHLT
- VICO_EDITMODE_VEC_HLT
- VICO_DISCLOSURE_TRI_RIGHT_VEC
- VICO_DISCLOSURE_TRI_DOWN_VEC
- VICO_MOVE_UP_VEC
- VICO_MOVE_DOWN_VEC
- VICO_X_VEC
Since their code contains immediate mode GL calls and they seem to be unused i thought we could remove them.
Reviewers: mont29
Reviewed By: mont29
Subscribers: merwin
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D2356
On second and third thoughts, this should have been done that way since
the begining, cases were you just delete a few data-blocks without any
serious knowledge of their usages are much, much more frequent than
cases where you are deleting thousands of data-blocks and are sure they
are not used anywhere anymore...
Own fault, but really frustrated that this topic was only raised the day
after 2.78a was released. :(
This has nothing to do here (freeing is not unlinking/remapping!), and
was actually redoing something already taken care of by
`BKE_libblock_relink_ex()` call in `BKE_libblock_free_ex()`.
Also, gives some noticeable speedup when removing datablocks with
do_unlink=True, about 5 to 10% quicker e.g. when deleting all objects
from a py console, in a big production file...
This commit reverts part of a fix for T33275, but things are:
- I can not reproduce the original issue at all, so doesn't seem to
cause any regressions.
- It is really bad idea to do delayed initialization in the threaded
environment, it's a straight way to some nasty issues.
- We can't do things like this anyway because we go more granular,
meaning such a delayed initialization will fail in the case of
having several IK solvers (unless they properly accommodate to
changed bone head).
- Verified the fix with various files from Mango project and all of
them seems to work nice with new depednency graph now (old depsgraph
has some flickering, but it's not related on DEG itself, but on
an environment with lots of proxies and threaded evaluation and it
is not a new behavior).
This reverts commit 9b5a32cbfb.
Apparently it is possible to have other thread mocking around with the hash.
Needs deeper investigation, for the time being reverting to prevent crashes.
Added BKE_libblock_free_data_ex() which takes special do_id_user
argument which basically indicates whether main database was already
taken care about not having "dead" pointers.
Gives about 40% speedup of main database free with quadbot scene
(3.4sec vs. 5.4 sec on quite powerful desktop).
Just fixing crash itself. Actually operator shouldn't run in most editors (not in dopesheet either I guess), but don't want to spend time on that right now.
This option makes an operator to not push a task to the undo stack if the previous stored elemen is the same operator or part of the same undo group.
The main usage is for animation, so you can change frames to inspect the
poses, and revert the previous pose without having to roll back tons of
"change frame" operator, or even see the undo stack full.
This complements rB13ee9b8e
Design with help by Sergey Sharybin.
Reviewers: sergey, mont29
Reviewed By: mont29, sergey
Subscribers: pyc0d3r, hjalti, Severin, lowercase, brecht, monio, aligorith, hadrien, jbakker
Differential Revision: https://developer.blender.org/D2330
- `bmesh_radial_faceloop_find_first` & `bmesh_disk_faceedge_find_first`
can be replaced with a single call to a new function:
`bmesh_disk_faceloop_find_first`
- `bmesh_disk_faceedge_find_first` called `bmesh_radial_facevert_check`
which isn't needed, since either the current or next loop in the
cycle is attached to the edge we're looking for.
Just return the face or NULL, like BM_edge_exists(),
Also for BM_face_exists_overlap & bm_face_exists_tri_from_loop_vert.
No functional changes.
Old code did some partial overlap checks where this made some sense,
but it's since been removed.
Object freeing may in some kind access its obdata (in case it has some
caches e.g.), since here obdata may have already been freed, let's set
object's data pointer to NULL (probably not ideal solution, but we don't
care much, those form archipelagos of unused linked datablocks,
we nuke'em all anyway).
Also fix stupid mistake in one of own recent commits (using ID we just
freed, tsst...).
This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.
Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).
Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.
Do not set 'real user' to groups every time we run the first clearing loop.
And do fully clear properly LIB_TAG_DOIT (this is not yet enforced in
existing code, but would love to get to that stage in future, so let's
do it at least with new code!).
Basic idea is to split first loop in two, and run checks before making
anything actually local, to detect data-blocks that we can directly make
local (because we are sure they are only used by already/future local
datablocks).
This allows to avoid a lot of overhead in later 'cleanup' steps of this
function, here with barbershop shot it's four times quicker (from 190s to 48s).
We are still far from the instantaneous results of MakeLocal in 2.77,
but in that version main characters lose their connection to their
armature and remain static after makelocal, so guess new code is still
better. ;)
There are probably more optimizations possible here, but would rather
polish this area of code once we get rid of proxies, those really
make it a nightmare to work on.