Use socket indices to keep track of logged values instead of their
identifiers. This decreases memory pressure when there are many
sockets. In cases with many cheap nodes, this can give a relatively
large improvement to overall performance. We observed a 15% increase
in a case with many math nodes and a larger increase in an experimental
softbody node setup. The log is invalidated when we add/remove/move
sockets anyway.
This is the best way I found to make building socket declarations without
the builder helper class work. Besides a vague hope for non-leaky
abstractions, I don't think there's any reason for these fields not to be
accessible directly.
Ref D16850
Fix warning generated due to the full-stop in the description message of
the property `use_auto_mask`
Property added in: rBa9cb66b856e80d0542a9ad3fec0b0fb47d28f805
Remove the option to display the real size of the cursor
and set as default. Now the cursor is displayed or not using
show_cursor option, but if it's displayed always use the real size.
Scale texture coordiantes for square brushes by sqrt2,
proportionally to how square they are (how close
tip_roundness is to zero).
Note: this is done in `calc_brush_local_mat()`, the
result of which appears to be used exclusively for
texture mapping.
Don't allow calling Attribute Convert operator in edit mode.
Right now BMesh does not support attribute operations.
Differential Revision: https://developer.blender.org/D16864
The node doesn't support blurring boolean attributes, so avoid
compiling an implementation for boolean data.
Differential Revision: https://developer.blender.org/D16867
When converting from imesh to mesh for the final result, custom
data should be copied from ALL operands including the main mesh.
Differential Revision: https://developer.blender.org/D16854
I missed adding the "convert type/domain to mask" macros.
Also refactor slightly to split the matching attribute test to a
separate function to ease debugging and reduce duplication.
This commit addresses that specific case related to Collection ID type,
using a band-aid fix which is hopefully safe enough.
T103062 will remain open as a TODO task for a proper fix later.
This is an obvious editing mistake introduced in 05952aa94d,
resulting in incorrect vertex coordinates used when raycasting
for internal springs with a rest shape key.
In rBfcddb7cda766 I forgot to update part of the whole diffing chain,
effectively breaking the report flags propagation from any sub-structs
of RNA IDs structs.
Remove the redundant option to disable selection in order to simplify
the tools and UI, both conceptually and internally.
It was possible to disable curves selection completely by clicking on
the active selection domain. However, that was redundant compared to
just selecting everything by pressing "A". The remaining potential use
could have been saving a selection for later, but that can be done with
more complete attribute editing tools in the future.
The color of the brush cursor is changed depending
of the mode selected.
If the mode is stroke vertex color, use vertex color, otherwise
it uses material stroke color.
On gcc 11.3, Ubuntu 22.04 the default constructor for
ColorSceneLinear4f did not zero the r,g,b,a member variables. Replacing
the empty constructor with a default constructor circumvents this
problem (compiler bug? ) even though it *should* be more or less
equivalent.
When drawing strokes in Grease Pencil, it was always a bit hard
to predict how thick the strokes would be, because there was
no visual reference of the thickness in the cursor.
This patch adds that visual reference. It shows the brush size
as a circle in the draw cursor.
Showing the brush size can be toggled in the Cursor menu
of the Grease Pencil draw tool.
Request in RCS with 26 upvotes for this option:
https://blender.community/c/rightclickselect/0zfbbc
On the technical side: the brush size is calculated
in 3D space and takes zoom level into account, as well as
object/layer transfrom, layer thickness change (gpl->line_change)
and thickness scale (gpd->pixfactor).
Reviewed By: mendio, antoniov
Differential Revision: https://developer.blender.org/D16851
Add required additional_info to shader using gpu_shader_point_uniform_color_aa_frag.glsl. This is the only other reference to the shader which requires the additional_info to be added.
{F14085803}
Reviewed By: #eevee_viewport, fclem
Maniphest Tasks: T103426
Differential Revision: https://developer.blender.org/D16853
Caused by rB6514bb05ea5a.
For the remeshing, we have to make sure these names are brought over
each time a mesh is made from another in the process.
This happens when reprojecting the colors in
`BKE_remesh_reproject_vertex_paint` and also again in
`BKE_mesh_nomain_to_mesh`. A bit unsure if this should happen as deep as
in `BKE_mesh_nomain_to_mesh` (if not, this can be isolated to
`voxel_remesh_exec`), but I would assume other callers of
`BKE_mesh_nomain_to_mesh` would actually benefit from it, too?
Maniphest Tasks: T103394
Differential Revision: https://developer.blender.org/D16847
Caused by 7d7e90ca68.
When accessing context members from the windowmanager context
(`C->wm.store` which is mainly used for UI related stuff) the above
commit broke behavior in `CTX_store_ptr_lookup` in that it changed and
would **always** return NULL if no type is passed in. The call to
`CTX_store_ptr_lookup` from `ctx_data_get` **always** passes in NULL
though.
Accessing other context members survived since they take a different
code path in `ctx_data_get` and dont use `CTX_store_ptr_lookup`.
Now also return the entry if a NULL type was passed as it was before.
Fixes T103370, T103405, T103417
Differential Revision: https://developer.blender.org/D16840
Until now the owner spaces in the object constraint properties used the
same descriptions as the target spaces, unlike bone constraints.
For instance, if you chose World Space as owner space, you'd get the
description: "The transformation of the target is evaluated relative to
the world coordinate system".
Reuse the existing descriptions from the bone constraints instead, so
now you get: "The constraint is applied relative to the world coordinate
system".
Reviewed By: sybren
Maniphest Tasks: T43295
Differential Revision: https://developer.blender.org/D16747
Convert 3D point shader fragment color from sRGB space to framebuffer space to match 3D line shader.
Reviewed By: fclem
Maniphest Tasks: T97394
Differential Revision: https://developer.blender.org/D16831
Make the "Clear Motion Paths" operators more intuitive. Previously, the
only way to clear the motion path of the selected object/bone would be
to shift-click the "Clear ALL Motion Paths" button. Now there are two
"X" buttons, one for "selected" and one for "all".
The "Clear Selected" and "Clear All" buttons align with the
corresponding "Update Selected" and "Update All" buttons.
(MacOS) only: In the System tab of the user preferences the user has the
ability to select a GPU backend that Blender will use. After changing
the GPU backend setting, the user has to restart Blender before the
setting is used.
It was added to start collecting feedback on the Metal backend without
using the command lines.
By default Blender will select OpenGL as backend. When Metal is selected
(via `--gpu-backend metal` or via user preferences) OpenGL will be used as
fallback when the platform isn't capable of running Metal.
Separate the "insert nodes into group" operation into more distinct
phases. This helps to clarify what is actually happening, to avoid
redundant updates to group nodes every time a new socket is discovered,
and to make use of the topology cache to avoid the "accidentally
quadratic" alrogithms that we have slowly been removing from node
editing.
The change is motivated by the desire to use dynamic node declarations
for group nodes and group input/output nodes, where it is helpful to
avoid updating the declaration and sockets multiple times.
Use the map created for copying nodes more instead of iterating over all
nodes unnecessarily a few times. Use the map empty check instead of
a separate boolean variable. Use a utility function to retrieve a
separate buffer of selected nodes in case the nodes by id Vector
is reallocated (that part is technically a fix).