Age | Commit message (Collapse) | Author |
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- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.
As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.
checked all local functions for consistency/correctness.
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into account that some tools use normals for things other than display. Now
we properly initialize vertex normals at flat faces too.
Also fixed a normal refresh issue, and deduplicated CDDM/mesh normal
calculation code.
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Coded a new modifier, "Precision UV Interpolation",
that triangulates, subdivides, then uses brecht's mean
value interpolation to interpolate face data.
Textures on ngon faces get interpolated a bit nicer, in
other words (though concave cases, e.g. 'N', don't work very well).
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using a different method.
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tested that correcting invalid meshes works by generating random meshes and checking that only the first call to mesh.validate() makes changes.
found 2 bugs in mesh validation.
- face sorting array wasn't assigned correct indices.
- removing invalid edges used wrong comparison.
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for python so it can correct for bad imported geometry - mesh.validate().
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funcs more easily.
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flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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using the dupli's offset value.
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[#23108] bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN') dosen't work in console
[#23115] Crash when moving armature origin
- setting the armature in editmode would leave editdata in some cases.
- transforming selected linked objects to account for the movement of the obdata was only done for meshes, now do for curves and text3d.
- added utility functions for getting curve & mesh bounds.
- text3d moving center wasn't working at all.
- changed drawobject.c to use BLI_math funcs in more places.
- remove some unused code from operator object.origin_set.
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msvc (though further work may be needed because changes made by the merge
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disabled for realtime displaying but enabled for rendering.
- Calculate tex space for curves before modifiers applying.
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Used approach with creating DerivedMesh for curves whet they've got such modifiers.
Available modifiers are: array, edge split, mirror, solidify, subsurf.
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I've removed editmesh altogether (other then scanfill, which is
seperate code that happens to reuse the editmesh structures).
The compatibility layer I had written for old editmesh tools
was more trouble then it was worth, though it did help in the
early stages of this project.
There's a fair amount of breakage, and there's bunches of tools
(mostly minor ones) I need to port over still. Biggest ones are
join triangles and loop to region, and spin/screw.
This probably isn't really testable, I'll hopefully have more
work done on this soon, but might not be before next week.
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Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
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[[Split portion of a mixed commit.]]
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Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
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like the script in 2.4x
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fixed a bug related to vpaint and hide flags.
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issues, needs more testing. also hopefully fixed subsurf crash everyone but me was getting, what I found should have caused crashes even for me, no idea why it did not. also got face flags to work with subsurf, and partially got materials, though theres still a problem there.
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and MLoop.
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this to work, so um hopefully there's not too much cruft from that.
[[Split portion of a mixed commit.]]
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more serious warnings, and also non-backbuffered selection sortof works now, though it still needs plenty of work.
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in blenkernel.
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- wm draw method is now initialized correct when reading older
files, but the SDNA bug causing the problem is still unsolved.
is due to // char pad[8]; not being recognized as commented.
- triple buffer proxy texture test follows spec better now,
was disabling triple buffer unnecessarily on some drivers.
- some cmake compile fixes related to sequencer pthread usage
and removed bad level calls lib for player.
- show outliner header buttons in oops mode as well until that
can be switched in the UI.
- fix region data free issue for tooltips
- warning fixes
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whether to use brush spacing.
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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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- Alt+click edge loop select.
- Next to Align X/Y, Align Auto which will pick X or Y automatically,
should give the expected result for nearly all cases.
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but only when the UV's are connected. That fixes some artifacts when
baking and using tangent space normal maps. It does mean increased
memory usage because it now stores 4 tangents per face like UV's,
and increased processing time, but there's no simple way around that.
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Array modifier could generate edges with twice the same vertex, fix
provided by Ken, thanks.
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Fixed bad level calls in sculptmode.
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not mirrored exactly, though the problem is not completely solved.
The way local frames are computed for particles is still not fully
symmetric, which shows especially on long hairs...
Also made the shift+o subsurf switch work recursively into
dupli-groups, did only the first level before.
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used for clipping were being stored in the mesh, but modifiers
can result in two objects with the same mesh having a different
bounding box. Solution is to store bounding box in the object.
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=========
- Texture orco coordinates for particles are now actual orcos instead
of just the vertex positions, which means they are the same under
deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
instead of generating an orco derivedmesh separately, the derivedmesh
is generated alongside the regular one and stored in an orco custom
data layer.
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====================
The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.
http://www.blender.org/development/current-projects/changes-since-244/modifiers/
Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
be built without passing the matrix row by row, but instead with
random access. MDef doesn't need this actually, but it's using this
version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
of barycentric coordinates for polygons with >= 3 vertices. This
might be useful for other parts of blender too.
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made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
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Notes
* you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name)
* going into Face Select mode no longer adds UV's and does not need UV's to work.
* The UV Calculation menu is now in editmode (Alt+W)
Todo..
* Image replace - partly broken in stable also.
* Rotate/Mirror UV/VCol are still only in Face Select mode.
* Hide/Reveal is not quite right, (issue with editmode flushing)
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