Age | Commit message (Collapse) | Author |
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diagonal lines.
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for quads.
takes vecs and a point and assigns 4 weights, needed for nice quad interpolation for mask feathering.
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mostly functional but disabled by default (still a little wip).
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Most of them are not noticeable.
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* Removed a redundant "Edge Crease" entry and some code cleanup.
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Issue was caused by VBOs using CD_TEXTURE_MCOL for faces colors. This
layer was creating on mesh display (from draw_tface_mapped__set_draw)
in cases there's no such a layer.
If material settings are changing, this layer wasn't updated and old
colors were used.
Fixed by performing an update of this layer in cases it's already
exists. This would give some % of slowdown, but don't think it'll
be dramatically bad.
Would be nice to find a nice way to update such a layer in cases
material is actually changes only, or get completely rid of it/
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Issue was caused by performing conversion from FTFaces to materials from
the end of lib_link_mesh, where tesselated faces were cleared already.
This conversion can't be switched to BMesh structures because in future
MTexPolys could be changed in a way, that versioning stuff wouldn't work
any more. Another issue is that making such a conversion per-mesh would
lead to quite a code spagetti, which is difficult to follow.
Solved by splitting per-mesh cycle in lib_link_mesh, so now it consists
of three steps:
- Do linking stuff such as custom data layers, materials. Perform a
Conversion stuff like tessface -> polys.
- Convert all MTFaces to materials. This conversion handles all meshes
and creates needed materials.
- Free tessfaces, mark mesh as linked.
Such a separation shouldn't noticeably affect on speed of linking.
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when unconnected input links are removed.
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problem)
Issue was caused by the code which checked whether snapping should be enabled
on transform init taking into account keymap and special keys state. It was
used for Ctrl-Click on manipulator only.
Check for Ctrl state gave wring result with skin modifier. It was solved
by additional check for which mode transformation is initializing for --
currently manipulator is available for translation/roation/resize only
which doesn't give any keymap issues.
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This seems to be the only straightforward way to switch fast between
modes without keeping bunch of shortcuts and current mode in head.
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appearance
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It used to be a dependency cycle which lead to incorrect or
missed tesselation on some circumstances.
Seems to be introduced in rev41627.
This commit seems to behaving properly on simple cases,
probably could fail in some other cases, so need to be
checked further.
Discovered when was looking into:
#32034: Metaball used as render object(group) for particle will display wire only.
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increase mem usage)
- make keyindex an unsigned int, since its used to store vertex indices
- use BLI_in_rcti_v for IN_2D_VERT_SCROLL and IN_2D_HORIZ_SCROLL
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Issue was caused by missing expand for MTexPoly-s tpages.
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Issue was caused by missed value for this enum, fixed by adding check
in tooltip generation.
Default value for this enum should also be fixed, but that would be
in separated commit.
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The direction for these are flipped from other end caps, so add a root
flag to indicate whether the cap polygon's vertex output order should be
reversed.
Fixes bug [#32079] Skin-modifier calculates root's normals wrong
projects.blender.org/tracker/index.php?func=detail&aid=32079&group_id=9&atid=498
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* Update to 2.64
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* BKE_frameserver_append() always returned 0, which caused the frameserver to crash after the first frame was requested. Patch by "alas2718"
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re-optimized the Defocus node.
* localized MemoryBuffers
* removed read(x,y) calls
* shuffled some lines in the execute pixel
* added a readNoCheck function to the memorybuffer (only use this when
you are certain you are reading a pixel inside the memorybuffer.
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functions)
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Added OpenCL kernel for the directional blur.
This operation always uses the full input image. In the current
implementation this input image is not cached on the device.
Future enhancement could be to cache it on the available opencl devices
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use where possible.
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The instance modifier needs to access the derived mesh data of the particle parent object to create stuff on the hairs, however the dm does not exist when the particle modifier is hidden. This is a general design problem: Objects accessing another object's derived mesh data is unsafe. For now it just checks valid dm pointer and uses identity transform if NULL.
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This patch switches from boost's filesystem v2 to v3.
This should be completely smooth due to filesystem v3 is pretty
old already.
Patch by Sven-Hendrik Haase (aka svenstaro), thanks!
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This way we can remove the memoryBuffers parameter in the executePixels,
and (de)initializeTileData methods
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buttons
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from Shinsuke Irie (irie)
(from the tracker submission)
- allow us to input non-latin languages such as Japanese/Chinese
- recover XIM connection and its input contexts when XIM server restarted
Currently it supports only "root window" style input, while most people (and I) want "over the spot" or "on the spot" style one. Probably the implementation of "over the spot" or "on the spot" style becomes much complicated, because XIM server requires the coordinates of current cursor location relative to the screen in order to show the candidate window in appropriate position.
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- Fixed issue with black areas appearing when too many sites
are defined.
Currently tweak epsilon value for this, but probably actual
issue is somewhere else, can't see it yet.
- Fixed issue with bright pixels appearing in the sites, was
caused by accumulating color for pixels, which isn't needed.
Once color for pixel was set stop iterating via triangles.
Could give some speedup too.
- Ignore markers which are outside of frame bounds, they were
giving bad triangulation and they can't affect on gradient
due to color fir such sites is not known.
- Sites used to be created at position without track offset
taken into account.
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initialize radius with correct value
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[#31981] Bokeh Blur Node - Size input socket does not accept input from Value Input node, Values smaller than 0.1 will produce black output
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[#31981] Bokeh Blur Node - Size input socket does not accept input from Value Input node, Values smaller than 0.1 will produce black output
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consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead.
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rare cases when it was intentionally set to 0.
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