Age | Commit message (Collapse) | Author |
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Obviously a copy paste error of mine...
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`CD_LOCATION` was only used temporarily due to the lack
of a better alternative. This also removes the name from
`CD_LOCATION` again, because at most one layer of this
type should exist.
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This adds `CD_PROP_FLOAT2` and `CD_PROP_FLOAT3`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8251
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This reverts commit 39b525e0f07fa25dcda54226ade789959b642dec and
3121015dceb1d269d79690c8f15c8e1406c9b09f as tests are failing.
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{39b525e0f07fa25dcda54226ade789959b642dec} could write in unallocated
space.
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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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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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No need for abbreviation here, and helps avoid conflicts with old vertex
color layers.
Ref T76659
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Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
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This is related to T76659.
This just renames data type names to `CD_PROP_STRING`, `CD_PROP_FLOAT`
and `CD_PROP_INT32`. It makes them a bit more specific and removes
unnecessary abbreviations.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7980
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This was introduced in rBd7282537f016 and had the wrong struct name
specified, leading to errors in writing/saving.
Stumbled over this when testing a color layer for pointclouds.
Differential Revision: https://developer.blender.org/D7882
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This implements a generic color datalayer and its functions. Based on
D5975.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7838
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The interpolation function of the datalayer was misssing so the sculpt
mask data was corrupted every time a subdivision surface modifier was
applied.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7640
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Due to floating point approximations, the weights for interpolating
the mdeformvert layer could add up to a tiny bit more than 1.0.
This was not a problem in practice, but the mesh validation routine
used in regression tests was testing for this and therefore failing.
Just changed interpolation of mdeformverts to clamp max to 1.0f.
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Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes
Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6945
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Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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given, instead of ignoring it.
Brings behavior of those options in line with the VGroup editing
modifiers ones e.g.
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Thanks to @brecht for noticing it. :)
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CDData checking on file load was not taking into account deprecated
CD_MTEXPOLY datatype, which unfortunately shows same weird glitch as
CD_PAINT_MASK and CD_FACEMAP ones...
Note that it was annoying (due to amount of warnings in console), but
totally harmless, since that data type is just deleted anyway.
This commit also generally cleans up the CD_MTEXPOLY deprecation code, we
have a system to handle that, let's use it, instead of defining local
static values to replace it...
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Properly initialize custom data layers to default values when copying from
a mesh that does not have all the same layers.
Differential Revision: https://developer.blender.org/D5003
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Prepare for enabling ReflowComments.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D4586
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Mostly functions wrapping args, not confirming to our style guide.
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Remove cddata layers which are not supposed to be written in .blend file,
when reading it.
This is a cheap and simple check, which also gives us forward compatibility
in case we decide some day to make a currently un-written layer type
to be written in .blend files.
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Mistake in rBab0bc65c24bd, in conversion of static 'common' sets of
masks, BWEIGHT slipped in CD_MASK_MESH (probably from copy/paste from
CD_MASK BAREMESH).
Note that having it in CD_MASK_BAREMESH but not CD_MASK_MESH looks rather
counter-intuitive, but this is not the time for that kind of cleanup.
Went over whole conversion again, and found two other mistakes, should
really have recheck that before committing...
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We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
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We only had one to set those flags, up til now...
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Part of D4277 by @sobakasu
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