This commit contains the Performance improvement, that was originally
proposed in D8966.
It improves the performance of the Weld Modifier by a lot.
It had a loop with execution time O(N^2) which is now O(N*log(N)) at a
bare maximum.
This patch adds a new operator to convert a black and white image into
grease pencil strokes.
If the image is not B/W, an internal conversion is done.
This is the first operator using Potrace, but we expect to add more features in next Blender versions.
Reviewed By: HooglyBoogly
Maniphest Tasks: T79877
Differential Revision: https://developer.blender.org/D8951
The issue was two fold.
First something sets the loop element tag and doesn't clear it before
the UV code in question tries to use the tags. Added a sanity clear to
make sure that it operates on a clean tag state.
The next one was that the UV maps in question had quite a few points
that had zero length UV loop edges. This would lead to division by
zero.
Reviewed By: Jeroen Bakker, Brecht
Differential Revision: http://developer.blender.org/D8967
It's generally considered a better codestyle to check conditions early
and exit early when they are not met, over having most logic of a
function within a big `if`-block. Otherwise people have to go over the
entire block to see if there's possibly an `else` somewhere, or any
followup logic.
There's the old and ugly hack where the `uiBut.poin` points to the
button itself. When reallocating the button we have to update that
pointer of course.
Those two functions had `BKE_` prefix, were defined in BKE headers, but
implemented in ED code, yuck.
Moved everything to ED area for now, since those do not look fondamental
enough to belong to BKE, and none of their usages requires it currently.
As noted by @lichtwerk (thanks), one can have a local object and/or
material using a linked image data-block, this case needs some different
handling to prevent painting on such linked image.
For now, tweak `BKE_paint_proj_mesh_data_check` (eeeek, that name
prefix!) to consider paintslots with linked image as 'non-existing'.
The function this was in already checks the conditions under which it
can operate (as it should). No need to force the caller to do these
(quite specific) checks, the function can just do nothing if the button
doesn't need these operations.
Otherwise we'd have to always execute these checks before calling, which
makes calling it a hassle, makes the code harder to follow and generally
harder to maintain (what if the conditions change?).
Allows scripters to store additional information in the marker itself instead
of using work-around approach based on marker names and such.
Differential Revision: https://developer.blender.org/D8944
Originally was noticed when transforming mesh created by
object.to_mesh() from an object without modifier, in which case the
result references CustomData layers used by the object itself.
The issue goes a bit deeper: mesh.transform() should never modify
referenced layers, hence it should duplicate referenced layers.
This fix changes one specific aspect of the reported behavior. The
case where vertices coordinates are modified manually will still have
affect on the source mesh (as no referenced CustomData layers are being
duplicated). Proper fix for this case is not yet clear to me.
Differential Revision: https://developer.blender.org/D8939
The issue was that the pointcache was not storing dead particles,
even though they are displayed. This lead to the rendering issue,
because only alive particles can be read from the point cache in
the frame that is rendered.
This also fixes an issue unrelated to rendering: when dead particles
are displayed, their position is incorrect when some frames are
skipped during playback.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8907
Keep braces balanced where possible, even with ifdef's as it avoids
confusions with editors calculating correct indentation level &
finding matching brackets.
This patch tries to sanitize the types of our size parameters across our read
and write code, which is currently fairly inconsistent (using `int`, `uint`,
`size_t`...), by using `size_t` everywhere. Since in Blender file themselves
we can only store chunk of size `MAX_INT`, added some asserts to ensure that
as well.
See {T79561} for details.
Differential Revision: https://developer.blender.org/D8672
Collections of liboverride data only support insertion of new items (and
deleting or moving those around). No operation on existing items from linked
data is allowed.
Reflect that in RNA functions used to edit py-defined RNA collections.
Note that this is not ideal currently, it does the job but feedback to
user is rather poor. Ideally add-ons should implement higher-level
checks for override cases in their operators.
Supporting IDProperty-based data storage here in a generic way is fairly
simple, unlike actual RNA data (DNA-based), for which getting a proper
generic way to duplicate them from within RNA is currently not really
possible.
Part of T79562.
Warp & weight vertex-group editing modifiers miscalculated vertex weight
inversion, the weights were multiplied before being subtracted from 1.
Ref D8241
Build modifiers linked or copied to objects from the outliner would not
animate until the file was saved and reopened due to a missing depsgraph
relations tag.
Expanded objects with children immediately after a colored collection
would have the color applied to their hierarchy lines as well. The fix
is to reset the collection color to `COLLECTION_COLOR_NONE` for each
open subtree.
Based on http://jcgt.org/published/0008/01/03/
This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).
However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.
This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights
This does not handle area light differently than the IBL case but that's
already an issue in current implementation.
This is related to T68460.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
The search should check if a panel is active before changing its
expansion, otherwise it sets the expansion for all of the region's
panels, even invisible ones in other tabs.
This was causing flashing colors in the node editor grid.
This is because in some cases the flat color is only set on the provoking
vertex which is the last of the primitive by default.