June 21, 2021, 14:31 (GMT) |
Edit Mesh: use params arg for update function, add calc_normals arg Rename function EDBM_update_generic to EDBM_update, use a parameters argument for better readability. Also add calc_normals argument, which will have benefits when calculating normals and tessellation together is optimized. |
June 21, 2021, 14:31 (GMT) |
BMesh: remove unit-length edge-vector cache from normal calculation Bypass stored edge-vectors for ~16% performance gains. While this increases unit-length edge-vector calculations by around ~4x the overhead of a parallel loop over all edges makes it worthwhile. Note that caching edge-vectors per-vertex performs better and may be worth investigating further, although in my tests this increases code complexity with barley measurable benefits over not using cache at all. Details about performance and possible optimizations are noted in bm_vert_calc_normals_impl. |
June 21, 2021, 14:31 (GMT) |
BMesh: support face-normal calculation in normal & looptri functions Support calculating face normals when tessellating. When this is done before updating vertex normals it gives ~20% performance improvement. Now vertex normal calculation only needs to perform a single pass on the mesh vertices when called after tessellation. Extended versions of normal & looptri update functions have been added: - BM_mesh_calc_tessellation_ex - BM_mesh_normals_update_ex Most callers don't need to be aware of this detail by using: - BKE_editmesh_looptri_and_normals_calc - BKE_editmesh_looptri_and_normals_calc_with_partial - EDBM_update also takes advantage of this, where calling EDBM_update with calc_looptri & calc_normals enabled uses the faster normal updating logic. |
June 21, 2021, 14:31 (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 21, 2021, 14:31 (GMT) |
Cleanup: use return arg prefix for ED_object_add_generic_get_opts |
June 21, 2021, 14:31 (GMT) |
Cleanup: use ATTR_RETURNS_NONNULL function attribute |
June 21, 2021, 14:31 (GMT) |
Cleanup: redundant initialization These were limited to obvious cases. Some less obvious cases were kept as refactoring might make them necessary in future. |
June 21, 2021, 14:31 (GMT) |
Cleanup: rename 'unsigned int' -> 'uint' |
June 21, 2021, 14:31 (GMT) |
Cleanup: allocation size mismatch warning While harmless, use fixed size int type for pixel data. |
June 21, 2021, 14:31 (GMT) |
Fix libmv new[]/delete[] mismatch |
June 21, 2021, 14:31 (GMT) |
Cleanup: Order return argument last |
June 21, 2021, 14:31 (GMT) |
Cleanup: Reduce indentation from redundant check |
June 21, 2021, 14:31 (GMT) |
Fix T88807: crash when there are multiple links between the same sockets This commit does two things: * Disallows creating more than one link from one socket to a multi socket input. * Properly count links if there happen to be more than one link between the same sockets. The new link counting should also be more efficient asymptotically. Differential Revision: https://developer.blender.org/D11570 |
June 21, 2021, 14:31 (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 21, 2021, 14:31 (GMT) |
Fix T89001: node search not working anymore |
June 21, 2021, 14:31 (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 21, 2021, 14:31 (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 21, 2021, 14:31 (GMT) |
Overlays: Make flash on mode transfer an operator property This moves the flash on mode transfer effect option from the overlays to an operator property of the mode transfer operator. - This effect is intended to show the target object when no overlays or a minimal set of overlays is enabled. Making it part of the whole set of overlays invalidates this use case. - The effect is not intended to be configurable per viewport, it should be a global option. The effect is still implemented using the overlay engine (instead of a draw modal callback) due to performance and drawing artifacts. Having it implemented as an overlay with runtime timer data in the objects makes also possible to run multiple animations at the same time without any visual glitches. Reviewed By: campbellbarton, JulienKaspar Differential Revision: https://developer.blender.org/D11519 |
June 21, 2021, 14:31 (GMT) |
Render Window as Non-Child on Win32 platform This patch makes the "Render" window a top-level window, not a child of the main window, which was the case in blender versions prior to 2.93. This means it is no longer "on top", nor is the icon grouped on the taskbar in the same way, but you can Alt-Tab between it and the main window. This change only affects the Windows platform as the other platforms behave this way. See D11576 for links to negative feedback that prompts this change. Differential Revision: https://developer.blender.org/D11576 Reviewed by Brecht Van Lommel |
June 21, 2021, 14:31 (GMT) |
Fix T88812: Child Windows on Vertical Monitors This patch improves the positioning of child windows when on monitors that are arranged vertically (any above any other). When calculating a window position in Ghost coordinates from GL coordinates we were using monitor height, which can give incorrect values when desktop is taller than any single monitor. So use desktop height instead. See D10637 for more details and examples. Differential Revision: https://developer.blender.org/D10637 Reviewed by Brecht Van Lommel |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021