Age | Commit message (Collapse) | Author |
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editmesh debug info,
- overhang (with axis angle options)
- wall thickness (with min/max distance)
- self-intersections.
access below 'Mesh Display' panel.
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given a segment, finds finds an intersecting faces from the first point to the second, needed for checking self intersections (not used yet).
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- remove unused members from BMBVHTree
- move per-raycast vars from BMBVHTree into per-callback structs (weren't threadsafe).
- simplify BKE_bmbvh_find_vert_closest().
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isect_ray_tri_v3(), rename tree -> bmtree for BMBVHTree.
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tweaks to UI scripts.
also restrict freestyle hack to WITH_FREESTYLE define.
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Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
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then the face normal. also remove redundant NULL checks.
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next to the overlay alpha.
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hash doesn't make much sense since in most cases all vertices are accessed and the hash isn't guaranteed to be small.
gives ~9x speedup to filling 'cagecos' in my own tests on a high poly mesh.
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thanks!
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float/double warnings.
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Was giving structure re-declaration error,
made it one typedef and struct declaration only.
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MATHUTILS_TOT_CB and reduce float->double conversions.
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BKE_editmesh_bvh.h
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generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.
Also fixes #34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
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Made it so where_on_path works correct when Curve does
have editNurbs but no Curve->nurbs.
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also remove old/invalid comment.
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'bmdm->em->bm' within functions.
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emDM_getTessFace().
Currently the functions aren't used since they would fail have failed immediately.
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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Option to draw mesh vertex-weights in editmode, available from the 'Mesh Display' panel.
TODO: get this to work when modifiers are applied in solid mode (texface-solidmode is working).
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As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.
To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).
There are a number of additional features that become possible with this implementation:
1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.
2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.
3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.
4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.
WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
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remove unused initializations and comment unused vars.
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-> BLI_findstring()
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* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
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after recent changes.
New ffmpeg versions accept align = 0 as a parameter and will set it to 1
automatically, but older ones need to pass align = 1.
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- Add and subtract effects will now affect on only RGB channels,
and alpha of first input is used as an alpha for the result.
Also solved creepyness with straight->premul->straight conversion
in byte versions of add/subtract.
- Solved issue with multiply modifier, which lead to white*white
not being white (was off by 1.0/255) due to wrong optimization
of division by 255 with shr by 8.
According to Ton this issue goes back to 2000!
This fixes #34811: Wrong result of add/subtract effects
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you can specify precision=0 for this, and use -1 for the default 2.
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listeners would operate on.
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- Nearest interpolation was always used when there's
no rotation for stabilization. Was a failure of
optimization heuristic.
- Made 2d stabilization frame acquiring threaded.
This function is only used for display and sequencer
which will only benefit of threads here.
- Fixed bug introduced in r48749 which lead to
re-making stable frame on every redraw.
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convert.
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* Also fixed some more cases of "more then" -> "more than".
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Since we use the rigid body transform when transforming rigid bodies
things like parents and constraints add an offset because rigid body
transforms are in global space.
Now we just don't take rigid body transform into account on simulation
start frame so there are no problems when doing the initial setup.
The problem still exists when simulation is running of course.
To properly fix this we'd have to solve parenting and constratins while
taking rigid bodies into account before and after transform.
We'll have to see if it's really needed, would like to avoid it though.
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This commit is the first part of a two-part merger of the soc-2008-mxcurioni
(Freestyle) branch. New 'freestyle' folders were added to the source/blender/
and release/script/ directories through a couple of svn copy operations
(instead of svn merge, due to broken svn:mergeinfo properties of the branch).
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This made preview working but that broke internals
of tracking.
Namely, BlurredImageAndDerivativesChannels is giving
much more blurred image because it was assuming pixel
center is an integer position.
Guess other parts of libmv used to suffer because of
this issue.
Now pixel centering happens in blender side, and
libmv assumes integer position is a pixel center.
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Deprecated Freestyle-specific elements were removed from the code base,
in order to address all comments from branch code reviews.
https://codereview.appspot.com/7416049/
Backward compatibility won't be maintained in the following components:
- Freestyle edge/face marks in old .blend files are ignored.
Old .blend files can be converted by loading and saving the files using
a Freestyle branch build between revision 55581 and 55842.
- External style modules are no longer supported.
Instead text datablocks must be used to keep style module files within
.blend files. A branch build between revision 55741 and 55842 is useful
for identifying the style module file names that need reconfiguring.
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