IK degrees of freedom is rendered using wires and a solid sphere. The
solid used the wireframe drawing what resulted into drawing glitches.
This patch adds a new shader to draw the solid shape.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8044
Some of the files were (indirectly) using dna_type_offsets.h without
adding dependency from bf_dna (which is needed to ensure the file is
generated prior to library compilation).
Now that `BKE_main_collections_parent_relations_rebuild()` is called
from readfile code, we need to make it resilient to potential NULL
master collection pointer in scenes.
This is part of a greater blenloader decentralization effort (T76372).
For modifiers the goal is that fewer files have to be modified when
a new modifier is added.
This patch just adds the `blendWrite` and `blendRead` callbacks to
`ModifierTypeInfo` but does not change any other code yet. In the next
steps, modifier specific code will be moved from `writefile.c` and
`readfile.c` into their corresponding `MOD_*` files.
Prelimenary step to fix T77460.
Not sure how or when that thing was done, but since that call walks
around collections relationships, it's an utterly critical violation of
liblinking principles (code here should never, ever 'get outside' of its
own ID scope).
This was wroking so far only because code called through this function
(`BKE_collection_parent_relations_rebuild`) was only following parents
pointers (in `BKE_collection_find_cycle()`), which would be either valid
or non-existent.
But next commit is going to change that to also check collection's
objects instancing of other collections.
Lines loose extraction cannot happen on the fly as the render data isn't
complete. This patch will do the lines loose subbuffer extraction as a
simple task and not on the fly.
This patch introduces 2 sub-types of tasks that are executed single threaded.
`EXTRACT_MESH_EXTRACT` would do the extraction using Mesh/BMesh geometry.
`EXTRACT_LINES_LOOSE` creates the `lines_loose` subbuffer from already cached
`lines` IBO.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7964
This is actually a nice issue due to too much optimization...
* Making an ID local just reuse the linked one whenever possible, instead of
actually making a copy of it.
* Therefore, the collection containing that ID is seen as unchanged, since
the pointer itself remained the same.
* But on undo step, there is no way to reuse that local object, which then
gets deleted, and linked one gets re-created - at a different address.
* Collection, however, since unchanged, is not updated at all and thus keeps
reference to the to-be-deleted local object, instead of the linked one.
* Issue gets even worse with viewlayers, this leads to the crash.
To address this, this patch adds a 'virtual' update flags that does nothing
in update case, but will ensure that the affected IDs using the one made local
are properly detected as changed across the relevant undo step.
Note that the recalc flags were chosen mostly for a logical reason, and also
because they are already properly dealt with and cleared by undo code,
so this looks like the optimal solution.
Reviewed By: brecht
Maniphest Tasks: T77774
Differential Revision: https://developer.blender.org/D8006
The underlying issue is that the loose edge extraction cannot be
threaded. This patch will extract the loose edges during initialization
of the render mesh data.
When working on this patch the mesh_render_data_update was split into
multiple functions to identify what part was failing. These functions
would also help us with debugging.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7962
The memory leak is noticeable when using custom bone shapes. When using custom
bone shapes objects could be extracted twice. Where the second extraction can
overwrite data created by the first extraction what causes the memory leak.
Options that have been checked:
1. Use two task graphs phases. One for normal extraction (DST.task_graph) and
the other one will handle extractions that require blocking threads.
2. Keep a list of all objects that needs extraction and only start extraction
when all objects have been populated.
The second would slow performance as the extraction only happens when all
objects have been populated. In the future we might want to go for the second
option when we have the capability to render multiple viewports with a single
populate. As this design isn't clear this patch will implement the first
option.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7969
This is a pretty quick fix; the solution is just removing all the
instanced panels whena panel is unregistered. This also necessitates
adding the option to call UI_panels_free_instanced with NULL context.
Differential Revision: https://developer.blender.org/D7977
Draw the text with the "header text highlight" theme color, which is
rarely used, making it a good candidate for this special case.
Differential Revision: https://developer.blender.org/D7897
If selected a point for masking, the previous point that is part of the same segment was included.
This bug was in Sculpt and Vertex paint modes because the code was very similar.
Alembic is not a single file format, it can be stored in two different
ways: Ogawa and HDF5. Ogawa replaced HDF5 and is smaller and much faster
(4-25x) to read ([source](http://exocortex.com/blog/alembic_is_about_to_get_really_fast)).
As long as Blender has had Alembic support, it has never supported the
HDF5 format in any release. There is a build option `WITH_ALEMBIC_HDF5`
that can be used to enable HDF5 support in your own build. This commit
removes this build option and the code that it manages.
In the years that I have been maintainer of Blender's Alembic code, I
only remember getting a request to support HDF5 once, and that was to
support very old software that has likely since then been updated to
support Ogawa. Ubuntu and Fedora also seem to bundle Blender without
HDF5 support.
This decision was discussed on
[DevTalk](https://devtalk.blender.org/t/alembic-hdf5-support-completely-remove)
where someone also mentioned that there is a tool available that can
convert HDF5 files to the Ogawa format.
This fixes the behavior of `ctrl+F` and `shift+F` to control the angle
and strength of a brush when the unit scale is not one.
Reviewers: pablodp606
Differential Revision: https://developer.blender.org/D7992
Regression in 49f59092e7 caused all handles to display using
the 'aligned' theme color.
Arrange flags to fix this, add assert to avoid this happening again.
Also rename flag so it's use is clearer.
Previously, constraints were added multiple times from different
vertices. This adds a GSet to check that the same constraint is not
being added twice when iterating over the neighbors of two different
vertices.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D8007
- BKE_lattice_deform_data_create was init_latt_deform.
- BKE_lattice_deform_data_destroy was end_latt_deform.
- BKE_lattice_deform_data_eval_co was calc_latt_deform.
This is an improvement over 2.7x which converted edit-mesh to mesh
(CDDM) for all 3 modifiers.
Overall this increases performance in edit-mode by around 15-20%.
Caused by the optimization of `Skip EditMesh to Mesh Conversion`.
Now that EditMesh is used when the Mesh has no modifiers, do not
skip the selected elements.
Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...
If performance issues still arise, we'll investigate other solutions.
This should also make T73154 obsolete now.
When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442