Age | Commit message (Collapse) | Author |
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Platforms besides WIN32 were in a single else clause, use elif instead.
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{39b525e0f07fa25dcda54226ade789959b642dec} could write in unallocated
space.
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The tooltip was copied by error from Lattice modifier.
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Use binary search for querying deform weights.
Spring 02_020_A.anim.blend on Ryzen 1700X goes from 12.4 to 12.7fps.
During profiling it was detected that adding new items to the head was faster than adding to the tail.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D8127
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nodetrees.
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Redo was only working in some situations,
some options were also not being forwarded.
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This changes the behavior of rip when entire faces are selected.
Now face regions are isolated and moved instead of ripping the edge-loop
extracted from the selection boundary.
This is a convenient alternative to separate selection & move.
Resolves T78751.
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Loop over faces and calculate their centers instead of zeroing the
face center array and accumulating all faces vertex corners.
Move subsurf face center extraction into it's own loop since it works
differently.
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Path selection could cross UV islands if the destination element was
on an island boundary.
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This makes adding to the end of a linked list simpler,
In most cases we avoid this in favor of BLI_linklist_append.
For one off operations it's OK.
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A large number below FLT_MAX was used to avoid overflow,
however this doesn't cause any problems.
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This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
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These are needed by the x264 library.
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As Face Sets IDs start from 0 and increase by 1 each time a new face set
is created in a mesh, when joining multiple meshes it could happen that
the same ID is used by several unrelated areas in multiple objects. This
checks the Face Sets IDs when joining meshes and ensures that they are
not repeated between different objects when joining them, so in the
resulting mesh all previous face sets will have different IDs.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8224
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Note that this behavior is enforced on user level for now, but on code
side it is controlled with a flag, which should make it easy to refine
that behavior if needed.
Only exception is when we duplicate a linked ID directly (then we assume
user wants a local deep-copy of that linked data, and we always also
duplicate linked sub-data-blocks).
Note that this commit also slightly refactor the handling of actions of
animdata, by simplifying `BKE_animdata_copy_id_action()` and adding an
explicit new `BKE_animdata_duplicate_id_action()` to be used during ID
duplication (deep copy).
This also allows us to get rid of the special case for liboverrides.
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As tools iterators skip not visible vertices, fully hidden nodes can
also be skipped and considered as masked.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8244
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This function was using the wrong flag to update the visibility state of
the nodes, so I assume that most of the partially visible optimizations
were not working.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8243
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This implements the SCULPT_vertex_is_boundary and SCULPT_vertex_has_unique_face_set functions for PBVH_GRIDS, which makes features such as automasking now work in multires. It also fixes some other face sets related features in multires, like face set boundary smoothing.
This uses the BKE_subdiv_ccg_coarse_mesh_adjacency_info_get function to get the vertex indicies in the base mesh from multires. This way the API functions can get topology or face set information directly from it. In the future, these vertex indices can be used to get any other information from the base mesh from multires, like seams, sharp edges, disconnected elements IDs...
Reviewed By: sergey
Maniphest Tasks: T78664
Differential Revision: https://developer.blender.org/D8227
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It is not practical to change the alpha of the paint color with the
color picker as with the current brush design alpha is the main strength
control for the brush.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8208
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8207
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There were two issues.
First is related on ISPC's CMake configuration forcing C and C++
compilers to be clang and clang++. This goes against of desired
behavior when we use our own compiled clang compilers.
The second issue was related on linker failure: CLang libraries
are linked statically, and they need some of C++ 11 STL symbols
which are coming from libstdc++.
Differential Revision: https://developer.blender.org/D8258
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Problem identified by Milan Jaros.
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I'm not sure if the Sky was deliberately left out or was just waiting for a
better moment, but so many I was disappointed that Sky in EEVEE is
completely white.
There are already 2 implementations (osl and gpu) so this is the third one.
Looking at other cases it seems that we are not supposed to share sources
between cycles and the rest? So the new util_sky_model files are just
copies of what is already in cycles, except that the data file uses the RGB
variant of the Hosek/Wilkie model, because we output RGB anyway (but can be
easily changed to XYZ if desired - the results are nearly identical).
I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I
wanted to use mat3 but it does not work).
Also, should I cache the sky model data between renders if the parameters
do not change?
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7108
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Every Particle Simulation node has a name (or a path when it is in a node group).
This name has to be used in the Simulation modifier on a point cloud to see
the particles.
Caching has been disabled for now, because it was holding back development
a bit. To reset the simulation, go back to frame 1.
Currently, there is no way to influence the simulation. There are just some
randomly moving points. Changing that is the next step.
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Duplication and deletion code of modifiers was totally wrong for
particle system, that special weird thing needs its own custom
management.
Note that for now I chose not to duplicate the particle settings ID when
duplicating the modifier...
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