Blender Git Commits

Blender Git "modifier-panels-ui" branch commits.

Page: 9 / 18

April 16, 2020, 19:29 (GMT)
Fix T75675: Unlinking [with setting users to zero] not clearing
LIB_TAG_EXTRAUSER_SET flag

For example in the Image Editor, an assert would be triggered after
unlinking an image [with setting users to zero] and then setting the
image for the Image Editor again.

Whenever we set an Image for Image Editor, the Image ID is flagged
LIB_TAG_EXTRAUSER_SET, when we unlink [with setting users to zero] this
flag was not cleared.

quote @mont29: "a proper fix would be to move this to modern code, and
actually delete the ID..." but that is for later.

Maniphest Tasks: T75675

Differential Revision: https://developer.blender.org/D7452
April 16, 2020, 19:29 (GMT)
Fix T75680: Nodegroup user count increased when file saved in edit group mode.

This editor's code was a bit schizophrenic, some parts considering its
nodetree usages as real refcounted ones, others, as shallow 'user one'
ones...

Editors should not be real ID users anyway, unless there are *very* good
reasons for it, so swich it to fully 'shallow' usage now.
April 16, 2020, 19:29 (GMT)
Refactor/strengthen a bit invalid operands checks when applying an override operation.
April 16, 2020, 19:29 (GMT)
Fix T75730: Crash on read of liboverride data when missing source modifier.

While this should not happen, we still want to handle those errors
gracefully from user perspective (i.e. assert for devs, no crash for
users).

Actual fix of root cause of the issue will come later.
April 16, 2020, 19:29 (GMT)
Fix memcpy overlapping buffers

This crashes with ASAN enabled.
```
==39366==ERROR: AddressSanitizer: memcpy-param-overlap: memory ranges [0x6230000ae848,0x6230000ae85a) and [0x6230000ae851, 0x6230000ae863) overlap
```
April 16, 2020, 19:28 (GMT)
Don't use split layout for operator properties if all are checkboxes

Having a split layout looks broken if all items are checkboxes and there
is no heading text, because it only uses half the width then.
So this checks if all visible properties are booleans and if so,
disables the split layout. A bit hacky but this should generally work.
If needed we can add more control in future (e.g. default layout hints
for operators).
April 16, 2020, 19:28 (GMT)
Cleanup: remove unused scene argument
April 16, 2020, 19:28 (GMT)
GPUViewport: Use GPUBatch for viewport drawing

When drawing the viewport to the screen the draw calls were not batched.
This resulted in measurable slowdown on Windows Intel 10th gen
platforms.

This patch would cache the last draw calls per viewport. Our API does
support partial redrawing of the viewport, but that isn't used anywhere.

This patch does not include stereoscopy rendering. This still uses the
imm approach and would still be slow on certain hardware.

Reviewed By: Cl�ment Foucault

Differential Revision: https://developer.blender.org/D7357
April 16, 2020, 19:28 (GMT)
Fix T75750 Image Editor: Rendered result is much brighter than in viewport
April 16, 2020, 19:28 (GMT)
Support using property split for menu items & use for output FPS setting

We could add an extra parameter for the label string, for now we can
just use the headings. So if a layout heading is available (set and not
already added) use that to enable the split layout.
April 16, 2020, 19:28 (GMT)
UI: Draw real node sockets for node-input buttons and left-align them

Couple of reasons for this:
* Makes it easier to understand that and how these buttons map to nodes.
* These buttons represent node inputs, so it makes more sense to have the icons
on the left.
* We'd like to show the usual decorators on the right, but having two circles
for different purposes next to each other would be confusing.

Also respects the socket shape. So if a diamond shape is used for example, the
properties show that too.

I'm not sure if the previous icon textures were cached, either way this method
doesn't use the caching. So this adds a draw call for every socket icon which
is a bit annoying, but probably neglectable. Would be better if we'd use proper
icon textures or batches, but that's a separate change.

Differential Revision: https://developer.blender.org/D7409
April 16, 2020, 19:28 (GMT)
Draw node socket icons in properties using real node socket shape/color
April 16, 2020, 19:28 (GMT)
Use heading row for the Sequencer Flip X/Y controls
April 16, 2020, 19:28 (GMT)
Cleanup: PEP8 for python changes
April 16, 2020, 19:28 (GMT)
Operator: Add 'dissolve_and_intersect' option for 'Extrude and Move on Normals'

This allows easy choice of operators when editing keymaps
April 16, 2020, 19:28 (GMT)
UI: disable shade flat/smooth in sculpt mode
April 16, 2020, 19:28 (GMT)
GPUImmediate: Use 2 Buffers For (Un)Strict

We used to have a single buffer that was shared between strict and
unstrict draw calls. This leads to many recreation events for the draw
buffers. This patch separates the Unstrict draw buffer from the strict
draw buffer.

This improves performance on Windows Intel 10th gen platform.
On a reference platfor before the patch I got 10 FPS, after this patch
it became 34fps. Note that the same test normally on a low end GPU can
get to 60fps so this does not solve all teh bottlenecks yet.

Reviewed By: Cl�ment Foucault

Differential Revision: https://developer.blender.org/D7421
April 16, 2020, 19:28 (GMT)
Cleanup: Deduplicate getting node tree from id

Differential Revision: https://developer.blender.org/D7438

Reviewers: mont29
April 16, 2020, 19:28 (GMT)
Cleanup: use sections for object_edit.c
April 16, 2020, 19:28 (GMT)
Fix T75620: Lamp gizmo flips direction for negative scaled objects
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021