Age | Commit message (Collapse) | Author |
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Python had no ability to remove shape keys
Original D1169 from @lichtwerk, with edits
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paths in new copies.
Propper fix reverting most of rB60e70c0c6014e5, which was only partial specific fix.
This code uses generic `BKE_id_lib_local_paths()` func to handle all possible paths.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D977
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This is an old option which wasn't working in over a year without complaint.
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Mainly:
* Use 'for' loops instead of 'while' ones (saves many lines and regroup most loop handling on one line).
* Use float[3] pointers where possible.
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on its 'children'.
Based on investigation by sergey (Sergey Sharybin) and revzin (Grigory Revzin).
Based on patch D460 by revzin (Grigory Revzin).
Differential Revision: https://developer.blender.org/D460
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used a basis by others.
Also fix stupid debug-only error in previous commit.
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We are handling a keyblock here, not a whole key(set). Names are alreay a bit confusing,
let's be consistent at least.
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Thing is, those functions always reallocate the whole keyblock's data mem,
while in some cases we already have right amount of elements, so we can just
copy over. Further more, `BKE_key_convert_from_offset`, despite its name,
was not making any check nor allocation on keyblock's data elements!
So split 'copy' operation itself in `BKE_key_update_from_...`,
where no mem checks/operations are performed (only an assert).
Only useful in sculpt mode currently, but will be used by fix for T35170 too.
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position.
Main moving logic is moved to new `BKE_keyblock_move()`, which makes it available from anywhere.
In addition, move code was reworked so that it only loops once on whole keyblocks list,
and it accepts arbitrary org and dest indices, not only neighbor ones.
Partly based on work by revzin (Grigory Revzin) in his soc-2014-shapekey GSoC branch, thanks!
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start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Previously this only worked for some datablocks relevant to rendering, now it
can be used to detect if any type of datablock was added or removed (but not
yet to detect if it was modified, we need many more depsgraph tags for that).
Most of the changes are some function parameter changes, the important parts
are the DAG_id_type_tag calls.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D195
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takes a key as an arg and isnt popping any element from the hash as you might expect).
add BLI_pophead/tail, since getting the first element from a list and removing it is a common task.
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This commit fixes two different issues, which were caused by
how weights are being calculated for relative shapekeys.
Weights for key block used to saved in KeyBlock DNA structure,
which lead to situations when different objects could start
writing to the same weights array if they're sharing the same
key datablock.
Solved this in a way so weights are never stored in KeyBlock
and being passed to shapekeys routines as an array of pointers.
This way weights are still computed run-time (meaning they're
calculated before shapekey evaluation and freed afterwards).
This required some changes to GameEngine as well, to make it
never cache weights in the key blocks.
Another aspect of this commit makes it so weight for a given
vertex group is only computed once. So if multiple key blocks
are using the same influence vertex group, they'll share the
same exact weights array. This gave around 1.7x speedup in
test chinchilla file which is close enough to if we've been
caching weights permanently in DNA (test machine is dual-code
4 threads laptop, speedup measured in depsgraph_mt branch,
trunk might be not so much high speedup).
Some further speed is optimization possible, but it could be
done later as well.
Thanks Brecht for idea of how the things might be solved in
really clear way.
--
svn merge -r58786:58787 ^/branches/soc-2013-depsgraph_mt
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layer lookups within loops.
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Shapekey drivers were executed for every call to derivedmesh, which shouldn't happen.
It now only runs on the object_update() function, once for every depsgraph change.
Error was found while testing preview render in viewport. On each render, the
animsys sent a 'changed data' because of the shapekey drivers being called,
causing eternal re-render loops (without showing anything).
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* Reverted the changes to code comments, as suggested by Campbell. It makes it more hard to follow.
* Only keep changes to actual UI messages.
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* ShapeKey -> Shape Key. Was called "Shape Key" in most places already.
Pointed out by Dalai, thanks!
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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Also done a few cleanup here and there...
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from Lawrence D'Oliveiro (ldo)
notes from tracker:
use bool for return type from BLI_remlink_safe, necessitating including BLI_utildefines.h in BLI_listbase.h
get rid of duplicate BLI_insertlink, use BLI_insertlinkafter instead.
A few places which were using BLI_insertlinkafter (actually BLI_insertlink), when it would be simpler to use BLI_insertlinkbefore instead.
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Change Scene.frame_set so that it ensures subframe in range [0,1[ as Blender
expects, otherwise some things like physics point cache lookups don't get
evaluated properly.
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dir() on context, hard-code common paths.
eg:
bpy.context.scene.render.resolution_x = 1921
bpy.context.object.data.use_auto_smooth = True
bpy.context.object.active_material.diffuse_intensity = 1
bpy.context.scene.world.exposure = 0.1
also remove duplicate GS() defines
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* Motion blur with shutter time > 1 did result in the correct evaluation
of some modifiers because it set the subframe to values > 1, and some
places assume the current frame to be set to the integer coordinate and
the subframe to be a value between 0 and 1.
* Shape keys did not take subframe time offsets into account.
* Point density texture was using an current frame value that was never set.
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- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
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checking >= 0.
also remove unused bmesh decimator code.
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joining absolute shapekeys now sorts by time.
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