Make sure we don't reallocate arrays in the pointcache when not needed, the
size of a memory allocation can be slightly bigger than the requested size.
Also, use consistent check for shared cached in copy and free functions.
Need to synchronize simulated frame back to original object.
Solves the lag during transformation, but amount of floppyness is
lower for some reason. Final animated object behaves the same as
in older Blender though.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
Partially revert 41216d5ad4
Some of this code had comments to be left as is for readability,
or comment the code should be kept.
Other functions were only for debugging.
This is the same approach as 98a0bcd425
applied to soft body simulation. In short, CoW copies share the point cache,
and treat it as read-only except when the depsgraph is active.
This prevents having to wrap each call to sbFree() in an if(ob->soft)
condition and assign ob->soft = NULL after calling.
Furthermore, passing `Object *` allows us to change freeing behaviour
depending on whether the object is an evaluated copy or an original (not
done in this commit yet).
To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.
To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.
Fixes T55156.