This solves performance issues on some computers where there is significant
threading overhead. Rather than doing the complicated work of optimizing our
own task scheduler, use TBB which appears to work well. The downside is that
we have another thread pool, but it is already there when using OpenVDB voxel
remesh.
For future releases we can switch to using TBB to replace our task scheduler
implementation entirely, and use the same thread pool for BLI_task, Cycles,
Mantaflow, etc.
Differential Revision: https://developer.blender.org/D6030
This is something which worked in Blender 2.79.
Need to do special trickery to ensure peoxy_from points to a
proper object.
Differential Revision: https://developer.blender.org/D6040
Was caused by the bump node not being evaluated because the other branch
was evaluated before.
To fix this, we use fromnode instead of tonode.
Also we fix a potential issue with recursiveness because
ntree_shader_copy_branch() also use nodeChainIterBackwards() which would
reset the iter_flag in the middle of the parent iteration. Use iter_flag
as a bitflag for each iteration to fix this.
With this commit sculpt mode draws the real mesh wireframe instead of the
triangulated version by ignoring non real edges when building the PBVH GPU buffers
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6032
This commit also fixes the same issue in elastic deform
Reviewed By: jbakker
Maniphest Tasks: T70554
Differential Revision: https://developer.blender.org/D6014
Users now can turn on in a viewport collections that are temporarily
hidden (eye) in the view layer.
Design task: T61327
As for the implementation, I had to decouple the visibility in the
depsgraph from the visibility in the view layer.
Also there is a "bug" that in a way was there before which is some
operators (e.g., writing a text inside of a text object, tab into edit
mode) run regardless of the visibility of the active object. The bug was
present already (with object type visibility restriction) in 2.80 so if
we decide to tackle it, can be done separately (I have a patch for it
though P1132).
Reviewed by: brecht (thank you)
Differential Revision: D5992
This should fix most of the shrinkwrap artifacts when the preserve volume option is active. After this commit the default voxel remehser settings should not fail in the default cube.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D6010
Fixing/working around another weakness of current RBW model... This is
not really nice, but it should work for now, and we cannot really do
anything else but that kind of monkey patching here anyway.
The issue was caused by crazy space distortion orientation happening
for subsurf modifier.
Solved by making it so subsurf only deforms the surface but keeps
matrices as-is. This is not fully mathematically correct, but is better
that the fall-back solution which was doing wrong matrices anyway.
Also, this is closer to have subsurf was handled prior to the
related changes.
Reviewed By: brecht, pablodp606
Differential Revision: https://developer.blender.org/D5991
Underline was implemented in rBa07394ef2cfd.
It seems that the extrude feature never worked.
Ref T70418
Reviewed By: mont29
Maniphest Tasks: T70418
Differential Revision: https://developer.blender.org/D5972
Side-reported in T70505.
Code did not ensure deleted object was removed from the RBW constraints
collection, leading to some invalid status (object in constraints
collection but without relevant contraints data).
Also fixed another issue - code deleting RBW objects would try to remove
any constraint one using it as target, in a very bad and broken way,
since you cannot iterate over objects of a collection while removing
some... Now instead just NULLify relevant pointers... I hope it works,
otherwise we'll have to take a different approach.
Needless to stress again how weak the whole RBW code is in general, and
regarding same object being used by RBW in more than one scene in particular,
that is known broken situation anyway.
Adds a check when starting blender if your platform is supported. We use a blacklist
as drivers are updated more regular then blender (stable releases).
The mechanism detects if the support level changed or has been validated by the user previously.
Changes can happen due to users updating their drivers, but also when we change the support
level in our code base.
When the user has seen the limited support level message it is saved in the user config.
It would be better to have a system specific config section, but currently not clear
what could benefit from that.
When the platform is unsupported or has limited support a dialog box will appear including a link
to our user manual describing what to do.
**Windows**
Windows uses the MessageBox that is provided by the windows kernel.
**X11**
We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed.
**SDL/APPLE**
There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5955
- Fix accumulate by allowing normal radius greater than one. Now it works as it should and it should be enabled by default
- Make the square test sharper. This gives a lot more definition to the brush, even when working with fewer polygons
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5984
Before, the modifiers were evaluated in Draw Engine and this required to calculate a factor to increase the VBO size.
Now, the modifiers are evaluated in Depsgraph and the Draw Engine receives the evaluated stroke with the final number of vertices. As the number of vertices is the final value already, if Draw Manager increases the number with the modifiers only increases the memory with empty space because never would be used. This commit removes this double calculation, reducing the memory usage and removes a loop to calculate the size by modifier too.
Also, the function getDuplicationFactor() has been removed because is not required anymore.
The default was changed with an initial implementation of the feature.
With the feedback from animators, having a behavior which affects curves
outside of a changing range is not convenient for professional animators
working on high quality character animation. On the other hand, automatic
smoothing is better for casual animation of object motion.
This change adds an ability to change the default via User Preferences.
Differential Revision: https://developer.blender.org/D5875
Caused by 5c79f2d0fb.
If no valid node_start is provided, we can just skip (e.g.
'ntree_shader_bump_branches' is not done then, but this is not
neccessary without a valid eevee output node anyways...).
Maniphest Tasks: T70441
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5969
This is not actually fixing the real issue here, PackedFile structs are
never supposed to have a NULL pointer - and in that monster .blend file,
the pointer is not NULL, but the actual data chunk has been lost
somehow, so it gets NULL during read process.
Very unlikely we ever know how such corrupted .blend was created though
(there's probably a fair chance that this is not even due to a bug in
Blender, but rather a glitch in filesystem or something).
So for now, ensure at read time that we get a coherent state (i.e.
remove any read PackedFile that would have a NULL data field), and add a
few asserts in relevant code to check we never get NULL data pointer
here.
This applies to all paint modes except sculpt and grease pencil brushes.
When painting color or weight it's best to paint the color
the user has selected, without them having to make multiple strokes.
present
Selection state of lattice points as well as their weight were not kept
when going in and out of editmode, code would just copy positions.
Now copy the whole BPoint instead.
Reviewers: campbellbarton
Maniphest Tasks: T70376
Differential Revision: https://developer.blender.org/D5948