December 15, 2021, 14:16 (GMT) |
Merge branch 'master' into temp-gpu-image-engine |
December 15, 2021, 13:37 (GMT) |
MetaBall: optimize memory allocation for meta-ball tessellation Double the allocation size when the limit is reached instead of increasing by a fixed number. Also re-allocate to the exact size once complete instead of over allocating. This gives a minor speedup in my tests ~19% faster tessellation for ~1million faces. |
December 15, 2021, 13:37 (GMT) |
Fix compile errors on windows. |
December 15, 2021, 13:37 (GMT) |
Cleanup: Use pixel in stead of texels in naming. |
December 15, 2021, 13:37 (GMT) |
Fix meta-ball bound-box calculation reading past buffer bounds This broke "test_undo.view3d_multi_mode_select" test in "lib/tests/ui_simulate" and is likely exposed by recent changes to bounding box calculation. The missing check for DL_INDEX4 dates back to code from 2002 which intended to check this but was checking for DL_INDEX3 twice which got removed as part of a cleaned up. This could be hidden from memory checking tools as meta-balls over-allocate vertex arrays. |
December 15, 2021, 13:37 (GMT) |
Cleanup: unused variable warning |
December 15, 2021, 13:37 (GMT) |
Cleanup: remove disabled code Originally pointcache wasn't supported when the file wasn't saved. Remove commented code as this hasn't been the case for a long time. |
December 15, 2021, 13:37 (GMT) |
Fix T94082: Curve to point empty evaluated NURBS crash This is basically the same as rBee4ed99866fbb7ab04, the fix is simply to check if the spline has evaluated points when deciding the offsets into the result points array. |
December 15, 2021, 13:37 (GMT) |
Cleanup: resolve parameter mis-matches in doc-strings Renamed or removed parameters which no longer exist. |
December 15, 2021, 13:37 (GMT) |
Cleanup: Remove unused arguments |
December 15, 2021, 13:37 (GMT) |
Geometry Nodes: support instance attributes when realizing instances This patch refactors the instance-realization code and adds new functionality. * Named and anonymous attributes are propagated from instances to the realized geometry. If the same attribute exists on the geometry and on an instance, the attribute on the geometry has precedence. * The id attribute has special handling to avoid creating the same id on many output points. This is necessary to make e.g. the Random Value node work as expected afterwards. Realizing instance attributes has an effect on existing files, especially due to the id attribute. To avoid breaking existing files, the Realize Instances node now has a legacy option that is enabled for all already existing Realize Instances nodes. Removing this legacy behavior does affect some existing files (although not many). We can decide whether it's worth to remove the old behavior as a separate step. This refactor also improves performance when realizing instances. That is mainly due to multi-threading. See D13446 to get the file used for benchmarking. The curve code is not as optimized as it could be yet. That's mainly because the storage for these attributes might change soonish and it wasn't worth optimizing for the current storage format right now. ``` 1,000,000 x mesh vertex: 530 ms -> 130 ms 1,000,000 x simple cube: 1290 ms -> 190 ms 1,000,000 x point: 1000 ms -> 150 ms 1,000,000 x curve spiral: 1740 ms -> 330 ms 1,000,000 x curve line: 1110 ms -> 210 ms 10,000 x subdivided cylinder: 170 ms -> 40 ms 10 x subdivided spiral: 180 ms -> 180 ms ``` Differential Revision: https://developer.blender.org/D13446 |
December 15, 2021, 13:37 (GMT) |
Nodes: Add vector support to Map Range node This replaces lost functionality from the old GN Attribute Map Range node. This also adds vector support to the shader version of the node. Notes: This breaks forward compatibility as this node now uses data storage. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D12760 |
December 15, 2021, 13:37 (GMT) |
Cleanup: use typed enum for wmDrag.flags Also use 'e' prefix for enum type name. |
December 15, 2021, 13:37 (GMT) |
Fix T93920: Wrong field inferencing state with unavailable socket This commit ignores unavailable sockets in one more place, to fix the case in T93920. Differential Revision: https://developer.blender.org/D13562 |
December 15, 2021, 13:37 (GMT) |
Cleanup: reorganize doxygen modules - Nest compositor pages under the compositor module - Nest GUI, DNA/RNA & externformats modules under Blender. - Remove modules from intern which no longer exist. - Add intern modules (atomic, eigen, glew-mx, libc_compat, locale, numaapi, rigidbody, sky, utfconv). - Use 'intern_' prefix for intern modules since some of the modules use generic terms such as locale & atomic. |
December 15, 2021, 13:37 (GMT) |
Geometry Nodes: simplify using selection when evaluating fields We often had to use two `FieldEvaluator` instances to first evaluate the selection and then the remaining fields. Now both can be done with a single `FieldEvaluator`. This results in less boilerplate code in many cases. Performance is not affected by this change. In a separate patch we could improve performance by reusing evaluated sub-fields that are used by the selection and the other fields. Differential Revision: https://developer.blender.org/D13571 |
December 15, 2021, 13:37 (GMT) |
Cleanup: remove oudated comment from early COW development Added in 161ab6109e265ea906e0308ab404f95282534770 |
December 15, 2021, 13:37 (GMT) |
Fix null-pointer dereference on error handling during VR view drawing |
December 15, 2021, 13:37 (GMT) |
Cleanup: Remove runtime uiBlock pointer from nodes Code is simpler when the uiBlocks used during drawing are simply stored in an array. Additionally, looping can be simpler when we use an vector to hold a temporary copy of the tree's linked list of nodes. This patch also slightly changes how uiBlocks are "named" in `node_uiblocks_init`. Now it uses the node name instead of the pointer, which is helpful so we rely less on the node's address. Differential Revision: https://developer.blender.org/D13540 |
December 15, 2021, 13:37 (GMT) |
Cleanup: consistent naming for the blender file name |
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