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 |
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