Age | Commit message (Collapse) | Author |
|
collect timing data
This will be useful for checking on the progress of our optimisation
efforts, and to generate some nice stats for later.
|
|
Since most animators find Motion Paths more useful than Armature Ghosting:
* Move Motion Paths before Ghosting settings (less scrolling)
* Collapse Ghosting panel by default
* Open Motion Paths panel by default instead
|
|
Pretty minor, from 0.6 to 0.8, but the improvement is noticeable
especially when using a stylus, without overlapping too much with
the buttons and dropdowns in headers.
|
|
|
|
Rendering OpenGL/Preview is accessible from each editor.
Render settings are accessible from the Film menu when in OpenGL/Preview engine.
It wasn't always predictable especially with Workspaces without or with many viewports.
Also reordering of items, renaming and removal of superfluous icons.
|
|
|
|
|
|
|
|
This means tweaking parameter is now interactive and does not need to
recompile the shaders.
|
|
This is in order to reference the localized node->storage when populating
the UBO data.
|
|
texelFetch return vec4(0.0) if the target pixel is outside the texture
rect. So we mimic the default repeate mode that we have for linear
interpolation.
Fix T56156 Mapping-Node doesn't work
|
|
We need to copy the size of the gputype not the padded type.
|
|
Before that it was only first UV layer which was properly evaluated,
the rest were ignored. Now all layers are being properly handled.
|
|
Currently unused, added for the future and API completeness.
|
|
|
|
|
|
The idea is simple: do not provide full topology to OpenSubdiv, leave
edges creation to OpenSubdiv itself. This solves issues with non-manifold
meshes which were known to fail, including the ones from T52059.
On a positive side we can simplify our side of converter, keeping code
shorter.
it is still possible that we'll need to ensure all loops has same
winding, but that is less things to worry about.
|
|
Seems it's behaving correct now, surely more tests needed, but
this is required for now to move forward.
|
|
Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's
topology converter expects that there is no loose geometry, otherwise it
is getting confused.
For now solution is to create some sort of mapping from real Mesh vertex
and edge index to a non-loose-index. Now the annoying part is that this
is an extra step to calculate before we can compare topology, meaning FPS
will not be as great as if we knew for sure that topology didn't change.
Loose edges subdivision is different from what it used to be with old
subdivision code, but probably nice feature now is that endpoints of loose
edges are stay at the coarse vertex locations. This allows to have things
like plane with hair strands, without need to duplicate edge vertices at
endpoints.
All this required some re-work of topology refiner creation, which is now
only passing edges and vertices which are adjacent to face. This is how
topology refiner is supposed to be used, and this is how its validator
also works. Vertices which are adjacent to loose edges are marked as
infinite sharp. This seems to be good-enough approximation for now. In the
future we might tweaks things a bit and push such vertices in average
direction of loose edges, to match old subdivision code closer.
|
|
Internally values are stored as 32bit integers, no idea why i thought
they were 8 bit.
|
|
|
|
|
|
|
|
|
|
Now it should at least succeed when there are no grease pencil objects.
|
|
|
|
Bug reported by Sergey.
|
|
|
|
The transform tried to calculate the multiframe falloff, but there was not any stroke to do that.
|
|
|
|
|
|
|
|
|
|
|
|
Note, the keys for changing line display are now more obscure
(Shift-Q, Shift-Alt-Q), and might be changed.
|
|
|
|
|
|
Move 'View3D.flag3' options into 'gp_flag'.
|
|
Having 'flag, flag2, flag3' is getting out of hand especially
when we support increasing the size of types.
Make flag2 into an int.
Note, this looses the 'show world' option,
but it's not such an important setting.
|
|
|
|
This also include a small optimisation (remove of a double loop and half of
the memory allocation for hit points)
This should fix T55946 Crash using knife tool on mesh with large number of
vertices.
Tried with a 500K vert suzanne and it seems fine.
|
|
This is an issue for some file in the extern dir
This reverts commit d940a081a9f1f4106a5d2d155682695b0a6b0cb6.
|
|
|
|
This also Fix T55574 Crash on sequencer preview
|
|
instead of being ThreadLocal and leading to incorrect usage.
We still enforce no framebuffer when changing context. We can lift this
restriction later.
|
|
|
|
The value of the index was above the size of image
|
|
After clearing motion paths from objects, those objects needed to be
tagged for copy on write so that the copied data (i.e. viewport)
recieve the changes (i.e. removed paths)
Reported by Hjalti
|
|
Single-column layout and tweaks to tooltips.
|
|
The old values were too high.
|