Revision 25fc77f by Jacques Lucke July 23, 2021, 14:06 (GMT) |
Fix T89829: wrong active context path check in spreadsheet The problem was that the modifier was reevaluated all the time, even between showing the attribute search and clicking on the attribute name. This freed the data referenced by attribute search. The real bug here was that the dependency graph was tagged for update even though nothing changed. This was because the spreadsheet thought its active context has changed and it wanted to compute the new value to be shown in the spreadsheet. The reason for the bug was that I confused how the tree-path of a node editor works. The second element in the tree path contains the name of the group node in the root tree that we're in (instead of the first element). Differential Revision: https://developer.blender.org/D12009 |
Revision de2c4ee by Howard Trickey July 23, 2021, 12:31 (GMT) |
Another slight increase in speed for Delaunay CDT. When the new "need_ids" flag is false and the output type is not one of the valid BMesh kinds, there is no need to propagate even a dummy id to all of the faces. |
Revision f23b140 by Campbell Barton July 23, 2021, 07:04 (GMT) |
Cleanup: double spaces in strings |
Revision ced94bc by Campbell Barton July 23, 2021, 07:03 (GMT) |
Cleanup: code comments punctuation / spacing |
Revision 7ce0d9d by Campbell Barton July 23, 2021, 06:40 (GMT) |
Cleanup: de-duplicate code for edge-split tagging Share functionality for single and multi-threaded edge-split tagging. Remove logic that ensured vert & loop indices in bm_mesh_edges_sharp_tag (missing from fd9fc809b76d625a1ead6e1fbe5e486cc012f5f3). |
July 23, 2021, 05:54 (GMT) |
XR: Reference Space Improvements Improves control over the XR reference space by using the stage ref space (user-defined tracking bounds) instead of local ref space (position at application launch), if available. Also adds an "absolute tracking" session option to skip applying eye offsets that are normally added for placing users exactly at landmarks. By enabling absolute tracking, users can define the tracking origin in a way that is not linked to the headset position. Instead, the tracking values given by the XR runtime are left unadjusted and a user can manually calibrate an "origin" landmark object to adjust to their real world space. Can be useful for applications that use external tracking systems and those that primarily only need to use controllers and not the headset (e.g. motion capture). The absolute tracking option requires an update to the VR Scene Inspection addon to be accessible by regular users. Reviewed By: Julian Eisel Differential Revision: https://developer.blender.org/D10946 |
July 23, 2021, 05:54 (GMT) |
Cleanup: "position tracking" typo in enum member |
Revision eea65cb by Campbell Barton July 23, 2021, 05:10 (GMT) |
Cleanup: remove unused BM_mesh_loop_normals_update function The only difference with BM_loops_calc_normal_vcos was passing in custom coordinates which may be NULL. |
Revision 66dfef1 by Campbell Barton July 23, 2021, 05:02 (GMT) |
Fix error setting sharp edges in recent normal calculation changes bm_mesh_edges_sharp_tag was called with setting sharp edges enabled. Error in 39b2a7bb7e815e051348bf5c5ec777d091324164. |
Revision fd9fc80 by Campbell Barton July 23, 2021, 04:36 (GMT) |
Cleanup: remove normal assignment from bm_mesh_edges_sharp_tag This was added in 0b7f5813973c515b84cd7c18ef6d7d1e59374237 but seems not to be needed as the assignment was never correct since only one corner on either side of the smooth edge had the vertex normal written to it. |
Revision 39b2a7b by Campbell Barton July 23, 2021, 02:55 (GMT) |
Edit Mesh: multi-thread auto-smooth sharp-edge calculation Merge the sharp edge tagging into bm_mesh_loops_calc_normals, this has the advantage that edge tagging can be performed as part of walking over each vertices edges - instead of tagging in a separate loop. Even though this will tag edges twice (once for each vertex), the computation isn't heavy as it's only calculating a dot-product between the two face users to compare the angle. This change combined with 4ba06ad0a8cdec66d9a9cb06f982736d46c40f4c makes BM_loops_calc_normal_vcos around 5.68x faster, with an overall speedup over 2.6x when transforming a high poly mesh. (tested on a system with 32 cores). Reviewed By: mont29 Ref D11970 |
Revision 4ba06ad by Campbell Barton July 23, 2021, 02:54 (GMT) |
Edit Mesh: multi-thread auto-smooth & custom normal calculations Supported multi-threading for bm_mesh_loops_calc_normals. This is done by operating on vertex-loops instead of face-loops. Single threaded operation still loops over faces since iterating over vertices adds some overhead in the case of custom-normals as the order used for accessing loops must be the same as iterating of a faces loops. From isolated timing tests of bm_mesh_loops_calc_normals on high poly models, this gives between 3.5x to 10x speedup, with larger gains for meshes with custom-normals. NOTE: this is part one of two patches for multi-threaded auto-smooth, tagging edges as sharp is still single threaded. Reviewed By: mont29 Ref D11928 |
Revision 3fb4795 by Aaron Carlisle July 23, 2021, 00:13 (GMT) |
Man Page: Fix spelling |
Revision fafd21b by Christoph Lendenfeld July 22, 2021, 22:44 (GMT) |
Animation: Generic Slider implementation Extract the slider gui implemented for the pose slide tools. Generalise it so it can be used by other tools as well. Reviewed by: Sybren A. St�vel Differential Revision: https://developer.blender.org/D9314 Ref: D9314 |
Revision 49e68f1 by Hans Goudey July 22, 2021, 21:53 (GMT) |
Geometry Nodes: Display Node Warnings in Modifier With this commit, node warnings added to nodes during evaluation (not "Info" warnings) will also draw in the modifier. In the future there could be a "search for this node" button as well. Differential Revision: https://developer.blender.org/D11983 |
Revision f76dfe8 by Hans Goudey July 22, 2021, 21:20 (GMT) |
Cleanup: Add function to check a curve's spline types The need for this has come up a few times. |
Revision 524d172 by Hans Goudey July 22, 2021, 21:11 (GMT) |
Fix: "Bake" automatically calculated handles in set handle node Because these handles are calculated lazily, we need to make sure they are calculated before switching to a manually positioned mode. I doubt it would ever be necessary, but theoretically this could happen on a per-point level, to avoid calculating handles not in the selection. |
Revision f013e3d by Germano Cavalcante July 22, 2021, 20:51 (GMT) |
VSE: Speed Effect layout updates **Changes:** - New enums correspond to 4 modes: `Stretch`, `Multiply`, `Frame Number` and `Length`. - "`Multiply Factor`" has been removed; - Value corresponding to "`use as speed`" enabled is now the value appended to the `Multiply` enum; - Value corresponding to "`use as speed`" disabled is now the value appended to the `Frame Number` enum; - Value corresponding to "`Scale to Length`" enabled is now the value appended to the `Length` enum; - Except `Stretch` each mode has now its respective control values. Differential Revision: https://developer.blender.org/D11856 |
Revision e77a1dc by Germano Cavalcante July 22, 2021, 18:29 (GMT) |
Fix name used when parsing arguments |
Revision 1b44b47 by Germano Cavalcante July 22, 2021, 18:17 (GMT) |
PyGPU: new method 'GPUFrameBuffer.read_depth' Method requested by users in order to port addons to new API. |
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