This provides a slight improvement in performance in specific cases, such as when the observer is inside a high poly object and executes snap to edge or vertex
The new `isect_ray_aabb_v3_simple` function replaces the `BKE_boundbox_ray_hit_check` and can be used in BVHTree Root (first AABB). So it is much more efficient.
In order to simplify the reading of these functions, the parameters: `snap_to`, `mval`, `ray_start`, `ray_dir`, `view_proj` and `depth_range` are now stored in the struct `SnapData`
Checking only whether mverts is same as base mesh one is not enough in
all cases, some modifiers (deform ones) can only generate new mvert
data, while keeping others from original mesh.
Now checking both mvert or medge, hopefully this will be enough to catch
all problematic cases this time.
Thanks @gaia for finding that problem. :)
Although the "BLI_bvhtree_find_nearest_to_ray" function is more practical than the generic "BLI_bvhtree_walk_dfs", it does not work to snap in perspective view. This makes it necessary to add "ifs" and functions that make the code difficult to understand
patch: D2474
We are not bumping file version, but we cannot have the doversion code running twice.
In this particular case it was crashing files, since we were setting node->storage to NULL, and later on accessing it.
The idea was to link something to a parent, but the point is:
we must not pass owner deep and then have any parent-type-related
logic implemented in the "children".
This is much more flexible solution which will allow doing some
more procedural features.
Reviewers: brecht, dfelinto, mont29
Reviewed By: mont29
Subscribers: Severin
Differential Revision: https://developer.blender.org/D2403
The freestyle data was never freed when removing a renderlayer.
```
blender -b --factory-startup --debug-memory --python-expr "import bpy;bpy.ops.scene.render_layer_add();bpy.context.scene.render.layers.active_index=0;bpy.ops.scene.render_layer_remove()"
```
New options to define the style of the animation paths in order to get
better visibility in complex scenes.
Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
Following @AlonDan's feature request and @hjalti's screenshot yesterday,
I've decided to implement support for this to make it easier to scan which
keyframes correspond with which set of controls, especially when faced with
a large wall of keyframes.
In retrospect, I should've done this a long time ago!