Age | Commit message (Collapse) | Author |
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In an upcoming bugfix we'll use OpenVDB data structures directly to build mesh
for sparse OpenVDB volumes, loading them OpenVDB grids earlier and removing any
references to Blender data structures makes that easier.
This also makes changes to Blender volumes to support this, so Cycles can take
ownership of a grid without Blender having to keep its own reference to it.
This should also be useful in a future Python API.
Ref D8401
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Reviewers: sybren, sergey
Differential Revision: https://developer.blender.org/D8464
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The default material was missing its init code.
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This uses the vertices per grid instead of quads to set the limit of
grids per PBVH Node. This should create more leaf nodes in lower
subdivisions levels where the duplicates count is high, producing more
uniform performance across different levels.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8454
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source object.
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Face Sets where only set and updated on the PBVH after starting a sculpt
tool. In order to preserve the visibility they store when changing
levels, they need to be updated and sync also on PBVH creation
Reviewed By: sergey
Maniphest Tasks: T78665
Differential Revision: https://developer.blender.org/D8225
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Duplicates of a grid corner adjacent to an edge which are on the
adjacent grid of the same face were not added when requested.
Needed for D8356 to work, it may also fix some other bug in Multires.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8385
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Allows to identify pose channels more reliably than by the pointer.
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This print whenever units are evaluated in number input was added in
45dbc38a8b15 mistakenly.
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Fixes corrupt mesh from T79451.
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Find free slot first for sound strips then for movie strips.
This patch also fixes issue where all strips were added to channel 2 by default.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8339
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Also order return matrices last.
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The last point of the curve was missing.
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Will trigger code paths which makes sure UUIDs are generated and
are unique.
Enabled with --debug-depsgraph-uuid (which is also implied by
--debug-depsgraph).
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Is aimed for use during development and debug, to help
verifying that operations do not leave sequences with
invalid UUIDs.
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This is the first step for having sequences covered with session UUID
with the goal to remove code which uses original sequence pointer to
match sequences.
Currently this UUID is maintained on file load, allocation and leaf
duplication function.There are more cases to cover and ensure UUID
is re-generated or re-used when needed. It will be done as follow-up
development.
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This uses mesh's runtime mutex for both `BKE_mesh_runtime_looptri_ensure`
(was using its own global RW mutex before), and `BKE_mesh_wrapper_ensure_mdata`
(was not protected at all before).
This is more like a band-aid than a proper fix, as mentioned in the report
proper fix would be for the modifier to request those data (the relevant
BVHTree, which would implicitely also call the tow others) through flags,
just like it does for regular CDData layers. But this is a much bigger
refactor to be done outside of bugfix scope.
Reviewed By: sergey
Maniphest Tasks: T78285
Differential Revision: https://developer.blender.org/D8415
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This was fine in those cases with current code, but that kind of
assumption is always risky, and an open door to hard-to-track bugs when
code changes in the future...
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This removes extern-C blocks around other includes and adds
such blocks for some headers that need them.
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defined on the mesh.
Build a temp matarray storing materials from obdata and source object
(depending on slots 'allocation' of source object), and assign those to
targets.
Also remove limitation of 'using same obdata is forbidden', just never
edit obdata materials in that case...
Certainly not perfect, but already much better than existing code.
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All these data arrays are created for a specific topology, so they should be
freed and updated when the PBVH rebuilds. Previously, this was only
happening when freeing the SculptSession, but it also needs to happen in
BKE_sculpt_update_object_before_eval to avoid reusing out of date data.
Reviewed By: sergey
Maniphest Tasks: T79074
Differential Revision: https://developer.blender.org/D8357
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for the first time
When there is no color layer available,
BKE_sculpt_update_object_for_edit creates a new one and tags the mesh
with ID_RECLAC_GEOMETRY, so this layer is inmediatly available when the
tool starts. This also deletes the PBVH and when it is created again in
BKE_sculpt_update_object_after_eval, the pmap is not initialized, making
the tool crash.
This moves the color layer creation to a separate function outside
BKE_sculpt_update_object_for_edit, which now runs after the color
layer is available, so it won't need to update again and the pmap will
still be available when the tool is used.
Reviewed By: sergey
Maniphest Tasks: T78242
Differential Revision: https://developer.blender.org/D8135
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The code was well-defined, given that `&&` binds stronger than `||`, but
still GCC warns about this.
No functional changes.
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simulation
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
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Add recursion check before assigning strip as a mask for modifier.
Same check is used for recursion check when reassigning effect input, so it
should not be possible to create recursion at all.
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Sequencer was not initialized yet, and RNA update function tried to clean up cache.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8323
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D8367 by @paul2t with edits.
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This means that we delete all override properties except for those over
ID pointers *if* the assigned pointer matches the linked data hierarchy.
Then we reload affected datablocks.
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Needed for upcoming changes.
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This commit mostly avoids following 'loop back' ID pointers, since those
should never define an actual relationship.
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Regression from d6cefef98f87a
This also fixes an unreported issue where finding an exact match
wasn't being detected for items that contained an ID prefix.
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High quality emitters need to maintain state themselves. For example,
this it needs to remember when it spawned the last particle.
This is especially important when the birth rate is changing over time.
Otherwise, there will be very visible artifacts.
It is quite likely that other components of the simulation need their own
state as well. Therefore, I refactored the `SimulationState` type a bit,
to make it more extensible. Instead of using hardcoded type numbers, a
string is used to identify the state type. Also, instead of having switch
statements in many places, there is a new `SimulationStateType` that
encapsulates information about how a specific state is created/freed/copied/...
I removed the integration with the point cache for now, because it was
not used anyway in it's current state.
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This function is very handy for debug purposes.
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This adds extra deform modes to the slide mode of the Topology
Slide/Relax brush (both slide and smear are almost identical).
This is useful to move topology to a specific area to add more localized
details
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8349
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Object sockets work now, but only the new Object Transforms and the
Particle Mesh Emitter node use it. The emitter does not actually
use the mesh surface yet. Instead, new particles are just emitted around
the origin of the object.
Internally, handles to object data blocks are passed around in the network,
instead of raw object pointers. Using handles has a couple of benefits:
* The caller of the function has control over which handles can be resolved
and therefore limit access to specific data. The set of data blocks that
is accessed by a node tree should be known statically. This is necessary
for a proper integration with the dependency graph.
* When the pointer to an object changes (e.g. after restarting Blender),
all handles are still valid.
* When an object is deleted, the handle is invalidated without causing crashes.
* The handle is just an integer that can be stored per particle and can be cached easily.
The mapping between handles and their corresponding data blocks is
stored in the Simulation data block.
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It looks like the code left this as a todo, but the basic solution is to
add an extra parameter to BKE_bose_rest to check whether bones
are selected before reseting them.
I also corrected the operator description which said it acted on only
selected bones even when there is an option to turn that off. The
"act on selected" is generally implied for Blender's operators anyway.
Differential Revision: https://developer.blender.org/D8319
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