Age | Commit message (Collapse) | Author |
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remove MEM_sys_types.h which was a duplicate.
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sourcefiles where needed and reorder (must be before BKE_global.h)
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unused defines and correct include guards.
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the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
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character list UI widget and the members these used in 'G' global.
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Seems it was simply missing mesh normals update in multiresModifier_base_apply.
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caused by partial revert of r56073.
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arrays.
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The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
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layer lookups within loops.
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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check material textures exist before using in a pasted material.
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[#35448], also quiet float/double warning.
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* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
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- Added MaskLayer.splines.new (which creates single spline
and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
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were no properly updating when rendering animations.
The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
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* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore.
* Don't show Script Category for Blender Internal nodes.
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velocities never apply additional margin ahead the fluid.
Also skip new flow velocity because thats not accurate enough to be of any use in there.
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a different function signature. (which evidently works but error prone).
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include conflicts later on.
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often write protected on modern systems.
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.
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* Added a wireframe node (Input category) to get access to Mesh wireframe data.
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size.
* Only the triangulated mesh is available now, quads is for later.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe
Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
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56073.
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- creating faces was unnecessarily checking if they already existed.
- deleting a face did edge-lookups, when the edges are already available from the face-loops.
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On file save the mesh gets loads from the editmesh but the derived mesh caches
wer not cleared. This usually happens through the depsgraph but it needs to be
done manually here. Most changes are some refactoring to deduplicate derived
mesh freeing code.
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Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.
Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)
For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes
This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
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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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The issue here was that the "active" material node depends on the editor context. Previously (< 2.67) there was only 1 edited node group possible globally throughout Blender, so the active material in the context could be resolved more easily. The solution now involves the active_viewer_key variable (first introduced for compositor viewer nodes in r56271, naming is a bit awkward but hard to change in DNA). This key defines the "last modified" node tree to resolve ambiguity of active context items. For single editors the result is the same as in 2.66, if multiple editors are used with different node groups the last modified tree is used.
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incorrectly
reverted to sizing with by 1 each time. This was slowing down painting long strokes
with small brush radius.
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Textured dyntopo draw was leaving 2d textures enabled when it shouldn't.
Root of the issue was figured out by Campbell, actual place where
2D textures left enabled found by self.
Also, simplified fix is suggested by Campbell (mine was 2 lines longer! :)
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This functios are declared in BKE_paint.h header and using
SculptSession structure which is also declared there.
Anyway, does not make sense such a splitting of header and
implementation files, better be consistent here.
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Made it so dynamic topology will flush changes from
SculptSession->bm to Object->me.
Used the same approach as sculptsession_bm_to_me does,
but instead of using DAG_id_tag_update used in-place
DerivedMesh release. Otherwise this lead to some
update issues resulting in missed object after render.
Also fixed multires modifier not being applied for
render when rendering from dyntopo sculpt mode.
P.S. Apparently sculpsession_bm_to_me was declared
in BKE_paint.h but implemented in object.c.
Rather confusing and better make it so this
functions are declared and implemented in
consistent files. But will solve this in a
separate commit.
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group
weights, it assumed all weights were 1. This gave very different results with the
new bevel modifier due to slightly different vertex group interpolation.
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- Added const modifiers where it makes sense and
helps keep code safe.
- Reshuffled argument to match <inputs>,<outputs>
convention on parameters.
- Pass values to ApplyRadialDistortionCameraIntrinsics
by a constant reference.
This will save lots of CPU ticks passing relatively
heavy jet objects to this function when running
bundle adjustment.
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