Blender Git Commits

Blender Git "override-recursive-resync" branch commits.

Page: 2 / 4

June 14, 2021, 14:34 (GMT)
Fix modifier deform by armature check ignoring virtual modifiers

Regression in f00cb93dbec7bf5dc05302c868f20fcd5aed7db7 (fix for T63125)
June 14, 2021, 14:34 (GMT)
Cleanup: avoid the possibility of 'enter_editmode' being left unset

While in practice this isn't an issue currently, always set
'enter_editmode' in ED_object_add_generic_get_opts
to avoid problems in the future.
June 14, 2021, 14:34 (GMT)
Fix T87867: file open dialog triggers OneDrive file downloads on macOS

Until OneDrive supports macOS's native placeholder file implementation, detect
the com.microsoft.OneDrive.RecallOnOpen extended file attribute.

Differential Revision: https://developer.blender.org/D11466
June 14, 2021, 14:34 (GMT)
Cleanup: use ATTR_RETURNS_NONNULL function attribute
June 14, 2021, 14:34 (GMT)
tweak messages further.
June 14, 2021, 14:34 (GMT)
Cleanup: Order return argument last
June 14, 2021, 14:34 (GMT)
Nodes: remove redundant increment node tree current socket index

`ntree->cur_index` was being incremented twice in make_socket_interface.

Reviewed By: JacquesLucke

Ref D11590
June 14, 2021, 14:34 (GMT)
Fix T88947: invalid normals when converting point cloud to mesh
June 14, 2021, 14:34 (GMT)
Fix T89033: segfault reordering animation channels

Fix segmentation fault that can occur when reordering animation
channels.

Under some specific conditions, the list "act->curves" is empty in the
"join_groups_action_temp" function. In particular, this happens when a
scene contains an action that has not been pushed down, and with no
keyframe in it.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D11569
June 14, 2021, 14:34 (GMT)
Performance: Use parallel range for ImBuf scanline processor.

Scanline processor did its own heurestic what didn't scale well when
having a multiple cores. In stead of using our own code this patch will
leave it to TBB to determine how to split the scanlines over the
available threads.

Performance of the IMB_transform before this change was 0.002123s, with
this change 0.001601s. This change increases performance in other areas
as well including color management conversions.

Reviewed By: zeddb

Differential Revision: https://developer.blender.org/D11578
June 14, 2021, 14:34 (GMT)
Nodes: cache socket identifier to index mapping

While this preprocessing does take some time upfront,
it avoids longer lookup later on, especially as nodes get
more sockets.

It's probably possible to make this more efficient in some cases
but this is good enough for now.
June 14, 2021, 14:34 (GMT)
Fix T89001: node search not working anymore
June 14, 2021, 14:34 (GMT)
Refactor: Draw Cache: use 'BLI_task_parallel_range'

This is an adaptation of {D11488}.

A disadvantage of manually setting the iter ranges per thread is that
we don't know how many threads are running in the background and so we
don't know how to best distribute the ranges.

To solve this limitation we can use `parallel_reduce` and thus let the
driver choose the best distribution of ranges among the threads.

This proved to be especially beneficial for computers with few cores.

**Benchmarking:**
Here's the result on an 4-core laptop:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)

Here's the result on an 8-core PC:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS
||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms)
|large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS
||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms)
|looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS
||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms)
|subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS
||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms)
||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms)
|subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS
||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms)
|subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS
||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms)

**Notes:**
- The improvement can only be noticed if all extracts are multithreaded.
- This patch touches different areas of the code, so it can be split into another patch if the idea is accepted.

These screenshots show how threads behave in a quadcore:
Master:
{F10164664}
Patch:
{F10164666}

Differential Revision: https://developer.blender.org/D11558
June 14, 2021, 14:34 (GMT)
Sequencer: Do not redraw during playback.

When using large sequences including audio the drawing of the audio on
top of the strip takes a lot of time. This effects the playback
performance heavily.

During the animation playback performance there was a solution for this
by only drawing the playhead overlay. This was reverted for the sequence
editor as it didn't update the color strips when they were animated.

This patch checks if there are animated color strips if so the full
screen is redrawn, otherwise only the playhead is redrawn.

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D11580
June 14, 2021, 14:34 (GMT)
Fix object assets getting duplicated after dropping

The operator run when dropping objects would duplicate the dropped object and
place that in the scene, even though that was just appended. Addressed by
making the duplication optional for the operator. If the duplication is not
requested, the object is just added to the scene (if needed), repositioned
based on the drop location and selected (deselecting other objects).
This makes the operator work as expected when using it to drop assets.

Reviewed as part of https://developer.blender.org/D11536.

Reviewed by: Bastien Montagne
June 14, 2021, 14:34 (GMT)
Add option to link assets on drag & drop

Note: Linking in this case as in link vs. append. Easily confused with linking
a data-block to multiple usages (e.g. single material used by multiple
objects).

Adds a drop-down to the Asset Browser header to choose between Link and Append.
This is probably gonna be a temporary place, T54642 shows where this could be
placed eventually.

Linking support is crucial for usage of the asset browser in production
environments. It just wasn't enabled yet because a) the asset project currently
focuses on single user, not production assets, and b) because there were many
unkowns still for the workflow that have big impact on production use as well.
With the recently held asset workshop I'm more confident with enabling linking,
as design ideas relevant to production use were confirmed.

Differential Revision: https://developer.blender.org/D11536

Reviewed by: Bastien Montagne
June 14, 2021, 14:34 (GMT)
Refactor: use 'BLI_task_parallel_range' in Draw Cache

One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.

Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.

The benefit is most evident on hardware with fewer cores.

This is the result on an 4-core laptop:
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)

Differential Revision: https://developer.blender.org/D11558
June 11, 2021, 15:55 (GMT)
Finish first pass of enhanced stats/reports for file loading.
June 11, 2021, 12:56 (GMT)
Merge branch 'master' into override-recursive-resync
Revision ab5587f by Bastien Montagne (override-recursive-resync)
June 11, 2021, 08:26 (GMT)
Merge branch 'master' into override-recursive-resync
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021