- Move from blenkernel to the node editor, the only place it was used
- Use two vectors instead of ListBase
- Remove define for validating the clipboard, which shouldn't be skipped
- Comment formatting, other small cleanups to whitespace
Differential Revision: https://developer.blender.org/D16880
The geometry nodes evaluator supports "lazy threading", i.e. it starts out
single-threaded. But when it determines that multi-threading can be
benefitial, it switches to multi-threaded mode.
Now it only creates an enumerable-thread-specific if it is actually using
multiple threads. This results in a 6% speedup in my test file with many
node groups and math nodes.
When these declarations are built without the help of the special
builder class, it's much more convenient to set them directly rather
than with a constructor, etc. In most other situations the declarations
should be const anyway, so theoretically this doesn't affect safety too
much. Most construction of declarations should still use the builder.
Whenever a node group is entered during evaluation, a new compute
context is entered which has a corresponding hash. When node groups
are entered and exited a lot, this can have some overhead. In my test
file with ~100.000 node group invocations, this patch improves performance
by about 7%.
The speedup is achieved in two ways:
* Avoid computing the same hash twice by caching it.
* Invoke the hashing algorithm (md5 currently) only once instead of twice.
Geometry nodes used to log all socket values during evaluation.
This allowed the user to hover over any socket (that was evaluated)
to see its last value. The problem is that in large (nested) node trees,
the number of sockets becomes huge, causing a lot of performance
and memory overhead (in extreme cases, more than 70% of the
total execution time).
This patch changes it so, that only socket values are logged that the
user is likely to investigate. The simple heuristic is that socket values
of the currently visible node tree are logged.
The downside is that when the user changes the visible node tree, it
won't have any logged values until it is reevaluated. I updated the
tooltip message for that case to be a bit more precise.
If user feedback suggests that this new behavior is too annoying, we
can always add a UI option to log all socket values again. That shouldn't
be done without an actual need though because it takes up UI space.
Differential Revision: https://developer.blender.org/D16884
Read the selection attribute on the proper domain using implicit
interpolation rather than just using its oiginal domain that might
not match the domain of the color attribute.
Lazy-function graphs are now evaluated properly even if they contain
cycles. Note that cycles are only ok if there is no data dependency cycle.
For example, a node might output something that is fed back into itself.
As long as the output can be computed without the input that it feeds into,
everything is ok.
The code that builds the graph is responsible for making sure that there
are no actual data dependencies.
This patch adds rename popup when using Y key to switch
active layer and choosing New layer in Draw mode.
It follows https://developer.blender.org/D15092, which introduced this
for moving selected strokes to layers in Edit mode.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D16877
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