Caused by clamping handle translation to strip bounds in functions
`SEQ_time_*_handle_frame_set()` to prevent strip ending in invalid
state. Issue happens when meta strip is moved so quickly, such that
immediate offset is greater than strip length.
Currently meta strip bounds are updated when any contained strip changes
its position, but this update always preserves meta strip position.
Transforming meta strip is not possible directly and all contained
strips are moved instead. Therefore this is 2-step process and fix needs
to be applied on update function and on translation function.
Inline offset handling without clamping in function
`SEQ_time_update_meta_strip_range()`.
Add new function `seq_time_translate_handles()` to move both handles at
once in `SEQ_transform_translate_sequence()`.
Avoid conversion to `BMesh` for basic topology operations and data access.
Instead use a mesh map to retrieve the faces connected to each edge.
I observed performance improvements of 5x (600ms to 100ms) to 10x
(15s to 1s), with bigger changes for large meshes with more data layers
Switching to `std::queue` over Blender's `GSQueue` gave another
25% improvement.
Differential Revision: https://developer.blender.org/D15988
Caused by ee23f0f3fb, which removed the update tag when entering
sculpt mode, and by b5f7af31d6, which made these layers lazily
created, so they weren't always available at the start of a stroke. Now
update the evaluated mesh/multires CCG as necessary. Some updates
could potentially avoided when switching modes in the future, but for
now do it all the time.
Fixes T101116
Also fixes a crash when painting multires mask for the first time
New unified attribute API for sculpt code.
= Basic Design =
The sculpt attribute API can create temporary or permanent attributes (only supported in `PBVH_FACES` mode). Attributes are created via `BKE_sculpt_attribute_ensure.`
Attributes can be explicit CustomData attributes or simple array-based pseudo-attributes (this is useful for PBVH_GRIDS and PBVH_BMESH).
== `SculptAttributePointers` ==
There is a structure in `SculptSession` for convenience attribute pointers, `ss->attrs`. Standard attributes should assign these; the attribute API will automatically clear them when the associated attributes are released. For example, the automasking code stores its factor attribute layer in `ss->attrs.automasking_factor`.
== Naming ==
Temporary attributes should use the SCULPT_ATTRIBUTE_NAME macro for naming, it takes an entry in `SculptAttributePointers` and builds a layer name.
== `SculptAttribute` ==
Attributes are referenced by a special `SculptAttribute` structure, which holds
all the info needed to look up elements of an attribute at run time.
All of these structures live in a preallocated flat array in `SculptSession`, `ss->temp_attributes`. This is extremely important. Since any change to the `CustomData` layout can in principle invalidate every extant `SculptAttribute`, having them all in one block of memory whose location doesn't change allows us to update them transparently.
This makes for much simpler code and eliminates bugs. To see why this is tricky to get right, imagine we want to create three attributes in PBVH_BMESH mode and we provide our own `SculptAttribute` structs for the API to fill in. Each new layer will invalidate the `CustomData` block offsets in the prior one, leading to memory corruption.
Reviewed by: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D15496
Ref D15496
The new evaluator crashes for multi-input sockets coming from undefined
nodes. The multi-input socket lazy node tries to retrieve the default
value since the undefined node never created output values. But there
is no default value stored because the socket is linked.
Differential Revision: https://developer.blender.org/D15980
Smooth flag should come from the evaluated mesh, only selection and hidding
state should be mapped to the original bmesh.
Pre-existing issue revealed by refactor in b247588dc0.
This was essentially a use-after-free issue. When a geometry nodes
group changes it has to be preprocessed again before it can be evaluated.
This part was working, the issue was that parent node groups have to be
preprocessed as well, which was missing. The lazy-function graph cached
on the parent node group was still referencing data that was freed when
the child group changed.
Now the depsgraph makes sure that all relevant geometry node groups are
preprocessed again after a change.
This issue was found by Simon Thommes.
Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways.
I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that.
Anyways, that can be handled later, the sky itself is already a start.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13522
This reverts commit 34051fcc12.
Although for normal use this doesn't make a difference. But when working with
huge scenes and volumetrics + NVIDIA it made a work-around not possible anymore.
For the heist production we added a fix on the render-farm (enable GPU workarounds).
{rB34051fcc12f388375697dcfc6da53e9909058fe1} made another work-around not
accessible anymore and it and was requested to revert this change.
When an operator is attached to a file select dialog, the update
callback function for the operator's directory, filename and filepath
properties will be called as the user navigates through the dialog.
This will allow add-on authors to make more interactive import
operators.
Differential Revision: https://developer.blender.org/D15543
Different areas of the mesh can be "loose parts" visually when separated
by hidden areas. This is consistent with other areas of sculpt mode that
also treat hidden areas differently.
We need to use the custom data copy function that skips mesh-only
attributes like the hide status attributes, the generic material index
attribute, etc. Otherwise the BMesh has those attributes which
conflict with their builtin counterparts.
This adds a utility function to copy the data from a PointCloud
outside of the main database to one that is in the database. This
is similar to `BKE_mesh_nomain_to_mesh`.
Ref D11592
The default trace can only trace an image or a sequence, but
it was not possible to trace only selected frames in a sequence.
This new parameter allows to define what frame trace.
If the value is 0, the trace is done as before.
The parameter is not exposed in the UI because this is logic
if it is managed by a python API, but it has no sense in the UI.
This feature was included after receiving feedback from Studios
which need to trace videos only for some frames using custom
python scripts.
In the NLA, draw the track background based on the strip's extrapolation
setting. Previously, this had no visual indicator; "Hold", "Hold
Forward", and "Nothing" were visually indistinguishable. Now "Nothing"
actually shows nothing, "Hold Forward" shows a dimly colored background
from the strip to its right, and "Hold" shows that in both directions.
Reviewed By: RiggingDojo, sybren
Maniphest Tasks: T97572
Differential Revision: https://developer.blender.org/D14836
Calculate a tangent per loop, apply the transformation in multiple
spaces and accumulate the result weighting by the loop-angle.
Note that previously only the tangents Z axis (normal)
was properly accumulated, the X and Y axes only contained the values
from a single loop (the last one written to), meaning only two edges
contributed to the result. Now the transformation from all loops are
taken into account.
In practice the difference between both methods is minimal,
only for more extreme bending it can be noticed which is often when the
previous method didn't work as well.
When moving strip, or it's handle, text with frame number near handle
should be drawn. This feature was broken by 8d53ead69b, because
function `UI_view2d_text_cache_add` sets all fields of `v2s->rect` to 0.
This case was checked in function `UI_view2d_text_cache_draw`, but it
was not quite obvious.
This commit reverts 8d53ead69b, makes condition for 0 size rectangle
more obvious and adds comment for clarity.
function `UI_view2d_text_cache_add` is only used in NLA and VSE, and
this new condition fits existing use-cases. Status of T97500 is not
affected by this change.
This patch adds color_srgb property to FloatColorAttributeValue and
ByteColorAttributeValue, so Python code can do
`layer.data.foreach_get("color_srgb", ...)` to fetch the data
efficiently, if it needs it in sRGB color space.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D15966
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.
On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.
This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
- We don't need to allocate either array quite as much.
- The hide status can be read from 1/4 the memory as face sets.
- Updates when entering or exiting sculpt mode can be removed.
- More opportunities for early-outs when nothing is hidden.
- Separating concerns makes sculpt code more obvious.
- It will be easier to convert face sets into a generic int attribute.
Differential Revision: https://developer.blender.org/D15950
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
Replace incorrect usage of GLYPH_ASCII_TABLE_SIZE with correct
KERNING_CACHE_TABLE_SIZE
See D15815 for more details.
Differential Revision: https://developer.blender.org/D15815
Own Code.
Converting to the SoA format (T95965) immediately when reading meshes
means that none of the changes from versioning would be applied first.
This means important fixes like f14995aba7 aren't properly applied,
so modifications could be done to invalid CustomData. To fix this, move
the SoA changes into versioning code, in a new versioning_400.cc file.
Differential Revision: https://developer.blender.org/D15919