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And make them part of the blender_test runner. The one exception is blenlib
performance tests, which we don't want to run by default. They remain in their
own executable.
Differential Revision: https://developer.blender.org/D8498
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This adds a property that checks the normals of each vertex against the
view direction to decide if they should be masked (similar to the
"Front Faces Only" option works for brushes.
Reviewed By: sergey
Maniphest Tasks: T77637
Differential Revision: https://developer.blender.org/D8448
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This brush includes a set of deformation modes designed to deform and
control the shape of the mesh boundaries, which are really hard to do
with regular sculpt brushes (and even in edit mode). This is useful
for creating cloth assets and hard surface base meshes.
The brush detects the mesh boundary closest to the active vertex and
propagates the deformation using the brush falloff into the mesh.
It includes bend, expand, inflate, grab and twist deform modes.
The main use cases of this brush are the Bend and Expand deformation
modes, which depend on a grid topology to create the best results.
In order to do further adjustments and tweaks to the result of these
deformation modes, the brush also includes the Inflate, Grab and
Twist deformation modes, which do not depend that much on the topology.
Grab and Inflate are the same operation that is implemented in the
Grab and Inflate tools, they are also available in the boundary brush
as producing deformations with regular brushes in these areas is very
hard to control.
Even if this brush can produce deformations in triangle meshes and
meshes with a non-regular quad grid, the more regular and clean the
topology is, the better. Most of the assets this brush is intended to
deform are always created from a cylindrical or plane quad grid, so it
should be fine. Also, its algorithms can be improved in future versions
to handle more corner cases and topology patterns.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8356
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Proper handling of View Layers for the VR session was never implemented.
Now the View Layer of the VR session follows the window the session was
started in.
Note that if this window is closed, we fallback to another window. This
is done to avoid the overhead it would take to maintain a separate
depsgraph for the VR view. Instead we always share some already visible
View Layer (and hence the depsgraph).
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The problem is caused by a lack of prediction in the `isect_line_segment_tri_v3`
that incorrectly confirms some intersections of coplanar segments to the triangle.
The solution is to use another algorithm to detect intersections.
This also resulted in a slight improvement in the performance:
- 1min 17sec to 1min 6sec in my test file
Differential Revision: https://developer.blender.org/D8500
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This feature was suggested in https://blender.community/c/rightclickselect/rggbbc/
When press `Ctrl+LMB`, the filled area is inverted.
{F8749306}
{F8749307}
Filling several areas:
{F8759399}
Differential Revision: https://developer.blender.org/D8477
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The thickness by default was using the old Draw Engine values and it was too thick in new engine.
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In previous versions, grease pencil used sRGB and a color conversion was needed, but now all is Linear and the conversion changes the color wrongly.
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scene (2.83, fixed in 2.90).
Root of the issue was not fixed in 2.90, only hidden by the fact that we
now re-read much less data during undo's that we used to, when some new
datablock gets added or removed.
This is not an ideal solution (as usual when dealing with data pointers
shared across data-blocks), but it's decent enough. thanks a lot to
@brecht for it!
To be backported to 2.83 too.
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We want the session to start exactly at the landmark position, with
no additional offset. Some runtimes (e.g. Windows Mixed Reality) may
give an initial non-[0,0,0] position at session start though.
Also add a comment explaining the purpose of the eye offset variable.
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There would always be an unintended offset applied. Per design there
should not be any offset when changing VR Landmarks, the view should
just jump exactly to the Landmark.
Due to the recent changes, we don't have to add, but substract the eye
offset we apply to get the wanted behavior.
Mistake in 607d745a79e0.
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We want the session to start exactly at the landmark position, with
no additional offset. Some runtimes (e.g. Windows Mixed Reality) may
give an initial non-[0,0,0] position at session start though.
Also add a comment explaining the purpose of the eye offset variable.
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There would always be an unintended offset applied. Per design there
should not be any offset when changing VR Landmarks, the view should
just jump exactly to the Landmark.
Due to the recent changes, we don't have to add, but substract the eye
offset we apply to get the wanted behavior.
Mistake in 607d745a79e0.
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modifiers
This does not fix all the cases in the bug report, because there are multiple
different issues. Only the first two are fixed. The third is probably a known
issue for now.
Before this patch, the rigid body simulation was always done after modifiers
are evaluated, because to perform the simulation, the final geometry of the
object was required. However, the geometry is not required in all cases,
depending on the selected collisions shape.
This patch changes it so that when the simulation does not need the
evaluated geometry, the simulation will be done before the modifiers
are evaluated. This gives the modifiers access to the simulated positions.
When the rigid body simulation does depend on the evaluated geometry,
it will still be performed after modifiers are evaluated.
The simulation will be performed after modifiers are evaluated, iff
the collision shape is "Convex Hull" or "Mesh" and the source is set
to "Deform" or "Final".
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8487
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Reverted Playhead optimizations for VSE. Needs more investigation to
detect which settings in the VSE would require a redraw of the area.
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In last set of refactoring patches, code implementing this feature
has been accidentally removed.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8449
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Height and width of video proxies was limited to multiples of 8 with
comment "JPEG requires this".
I could not find any resource that would confirm this to be the case
with FFMPEG and MJPEG codec.
I have looked in:
https://ffmpeg.org/ffmpeg-all.html
https://ffmpeg.org/ffmpeg-formats.html
https://ffmpeg.org/doxygen/trunk/structAVCodecContext.html
Reviewed By: ISS, sergey, sybren
Differential Revision: https://developer.blender.org/D6507
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`using blender;` Was required to get the Vector type.
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Also order sizeof(..) first to promote other values to size_t.
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This is used for equality and didn't have the same behavior as strcmp.
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This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
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This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.
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This is needed for the new GPU abstraction.
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This is suboptimal but needed for the new GPU abstraction.
Maybe a better solution will be needed if performance is impacted.
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This resolves `error: statement should be inside braces` in some
windows specific code that previously was unchecked by clang-tidy.
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No functional changes. Rename soops, soutliner, and so to
space_outliner.
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No functional changes. The memory dupalloc will already carry over the
flags.
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No functional changes.
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Caused by dcff28e1e7a8.
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I added a single `NOLINT` exception with explanation.
No functional changes.
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For the main rationale behind this design, see 49f088e2d093. Further,
this removes users of uiBut.a1, which is a very ugly design
choice (hard to reason about).
Part of T74432.
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No functional changes because no code changed.
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No functional changes because no code changed.
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No functional changes.
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