Age | Commit message (Collapse) | Author |
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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Many thanks to them!
For comparison, see here:
http://kishalmi.servus.at/3D/bumpcode/
Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited.
http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
This fixes bugs:
#24591: Artefacts/strange normal mapping when anti-aliasing is on
#24735: Error at the Normal function.
#24962: Normals are not calculated correctly if anti-aliasing is off
#25103: Weird artefacts in Normal
This will break render compatibility a bit, but fixing this bugs would have also
done that, so in this case it should be acceptable.
Patch committed with these modifications:
* Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default
* Only compute normal perturbation vectors when needed
* Fix some middle of block variable definitions for MSVC
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distribution even if there were no changes.
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* Renamed children to "simple" and "interpolated" as this is
easier to explain and more descriptive than "from particles"
and "from faces".
* Also shuffled the child ui around a bit to make it clearer.
* Child seed parameter allows to change the seed for children
independent of the main seed value.
* Long hair mode for interpolated children:
- Making even haircuts was impossible before as the child
strand lengths were even, but their root coordinates were
not similar in relation to the parent strands.
- The "long hair" option uses the tips of the parent strands
to calculate the child strand tips.
* Hair parting options:
- Hair parting can now be calculated dynamically on the fly
when in 2.49 there was a cumbersome way of using emitter mesh
seams to define parting lines.
- For long hair parting can be created by a tip distance/root
distance threshold. For example setting the minimum threshold
to 2.0 creates partings between children belonging to parents
with tip distance of three times the root distance
((1+2)*root distance).
- For short hair the parting thresholds are used as angles
between the root directions.
* New kink parameters:
- Kink flatness calculates kink into a shape that would have
been achieved with an actual curling iron.
- Kink amplitude clump determines how much the main clump value
effects the kink amplitude.
- The beginning of kink is now smoothed to make the hair look
more natural close to the roots.
* Some bugs fixed along the way too:
- Child parent's were not determined correctly in some cases.
- Children didn't always look correct in particle mode.
- Changing child parameters caused actual particles to be
recalculated.
* Also cleaned up some deprecated code.
All in all there should be no real changes to how old files look
(except perhaps a bit better!), but the new options should make
hair/fur creation a bit more enjoyable. I'll try to make a video
demonstrating the new stuff shortly.
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particle system
* Point cache index array doesn't necessarily have all particles if the particles were re-allocated recently.
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* Two separate bugs, with very similar symptoms.
* The distribution binary search didn't work correctly in cases where there were a lot of faces with 0 weights.
* Maximum distribution sum should have been exactly 1, but due to the wonderful nature of floats this wasn't the case at all.
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however the latter is incorrect since DER- is used for 64bit blend files.
removed the define.
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from Alexander Kuznetsov (alexk) with edits.
From the report:
Blender assumed that all files are .blend as retval = 0;
Now retval is initialized as file cannot be open (-1) for gzopen fail and directory case
retval = -2; is defined for not supported formats
This must be assigned before #ifdef WITH_PYTHON because this part can be missing
Finally retval = 0; if it is a .blend file
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also made other edits.
- exotic.c's blend header checking was sloppy, didn't check data was actually read, only checked first 4 bytes and had a check for "blend.gz" extension which is unnecessary.
- use defines to help readability for BKE_read_exotic & BKE_read_file return values.
- no need to check for a NULL pointer before calling BKE_reportf(). (will just print to the console)
- print better reports when the file fails to load.
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amount 0
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Pointer by llvn analyzer.
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like in 2.4x. This can result in material datablocks you don't need, but not
doing it seems to cause too much confusion.
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we add extra creasing in the UV mesh, to keep it from shrinking, leading to
distorted UVs, but this wasn't always working right, so tweaked the conditions.
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Use object's displists for storing deformed tesselated curve. Was unable to
totally get rid of curve's displist because of how texture space is calculating.
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* Own mistake from the sph particle fluids fix.
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bpy.data.meshes.tag = True
But this was only useful for setting so make it a function for 2.5x.
bpy.data.objects.tag(False)
X3D: use tagging rather then a name dictionary, this fixes a bug where library name overlaps could mix up names.
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- remove unused code.
- BPY_run_python_script() split in 2, BPY_filepath_exec, BPY_text_exec
- renamed funcs.
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CD_MASK_BAREMESH, scene->customdata_mask should be corrected in background mode but for now this is ok.
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- rna_path was being freed when null, printing errors.
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Also corrected memory allocation comment for this array.
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- On each re-render, the node image was cleared. Skipping this gives
nicer pictures
- Node render was using AA, but unfortunately only 1 sample for Nodes
is being stored. Disable AA render for now, nice speedup too.
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After loading file, the Undo-push happened too early, causing an
undo for the first action to show animated setups wrong.
(material.c: removed old crap)
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move Object.update(...) to ID.update(). since depsgraph update function can now be called on ID types.
also changed how update flags work.
obj.update(scene, 1, 1, 1)
... is now
obj.update({'OBJECT', 'DATA', 'TIME'})
Don't pass scene anymore. This was used for recalculating text but I think this is better dont in a different function.
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key->from.
- mode duplicate pointer/offset code into a static function.
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The icons for materials were always lagging or not updating
at all. I also found it suspicious slow...
It appeared that the icons now store a "mip level", where for
every change in Materials 2 render jobs for icons were started,
one for 32x32 pix, one for 96x96. The latter was cancelling out
the first job almost always.
Also made preview renders detect size, to set amount of tiles
to be rendered. Small icons use 1 part, larger previews 16 now.
All in all, behaves much smoother now! But, will also update
the thread Jobs manager to allow "delayed jobs" like for icons,
these are aggressively put as first in the jobs list.
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* Removed the unused fuctions spotted by Campbel.
* Removed the gotos to make Ton happy.
* Added better debug prints to disk cache operations.
* Fixed a memory unmap error that seemed to happen on a test file.
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work correct with sculpting data now.
Joining two triangles could give incorrect sculpting result for
special topologies, but it's that case that can't be nicely handled
with our layers architecture.
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Used to validate displacement allocation size after face copying
to match face vertex and displacement corners count.
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to multires.c
No functional changes
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The svn revision nr is saved in Blender file header now.
Can only be retrieved with running blender -d now.
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- move boxpack struct out of the public header.
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Janne: could you check if ptcache_file_pointers_seek() & ptcache_read_init() can be removed?
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* Massive reorganization of pointcache code, things are now cleaner than ever.
* For all but smoke the cache is first written to memory when using disk cache and after that written to disk in one operation. This allows less disk operations and the possibility to compress the data before writing it to disk.
* Previously only smoke cache could be compressed, now the same options exist for other physics types too (when using disk cache). For now the default compression option is still "no compression", but if there aren't any problems this can be set to "light compression" as it's actually faster than no compression in most cases since there's less data to write to the disk. Based on quick tests heavy compression can reduce the file size down to 1/3rd of the original size, but is really slow compared to other options, so it should be used only if file size is critical!
* The pointcache code wasn't really 64bit compatible (for disk cache) until now, so this update should fix some crashes on 64bit builds too. Now all integer data that's saved to disk uses 32 bit unsigned integers, so simulations done on 64bit should load fine on 32bit machines and vice versa. (Important disk cache simulations made on 64bit builds should be converted to memory cache in a revision before this commit).
* There are also the beginnings of extradata handling code in pointcache in anticipation of adding the dynamic springs for particle fluids (the springs need to be stored as extradata into point cache).
* Particles were being read from the cache with a slightly wrong framerate. In most cases this probably wasn't noticeable, but none the less the code is now correct in every way.
* Small other fixes here and there & some cosmetic changes to cache panel, but over all there should be no functional changes other than the new disk cache compression options.
* This whole re-organization also seems to fix bug #25436 and hopefully shouldn't introduce any new ones!
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- the invert flag was only being used for multi-modifier, but there is no reason not to use this in normal cases as well.
- Armature modifier RNA name 'vertex_group' was incorrectly named 'vertex_group_multi_modifier' (own fault), confusion was caused by 'invert_vertex_group_multi_modifier' which was correct.
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Fixed by patch attached by submitter. Cheers Jacob F (racoon)!
<quote>
If you write something like...
def do_something:
...and press return it makes the new line with a tab which is good,
but if you want to move the def line down to make room above it by
pressing return while your caret is at the start of the line it
indents the new line which has the def statement on it.
Attached patch just checks if it's checking for a colon after the
caret and returns if it is.
</quote>
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(Splash picked by Durian team to honour team Argentina!)
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compositor
Now ungrouping grouped-nodes copies the animation back to the main
nodetree. This means that it is now possible to successfully roundtrip
group/un-group nodes and their animation data.
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This should also be done for the Separate Armature operator... hmm...
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compositor
This commit fixes the original bug reported here by adding some
methods to move the relevant F-Curves (and drivers) over to the new
Node-Tree's (i.e. group-node) AnimData. Animated nodes which
subsequently get grouped will still be able to animate as a result of
this commit.
TODO's:
- Ungrouping now will not yet merge the animation back (or at least
copy it)
- Buttons for nodes freshly grouped do not correctly show animated
status indicators for some reason, yet normal animation does
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Some AnimData looping functions were not updated to take into account
the addition of AnimData for some additional datatypes (i.e. meshes
and lattices) as well as the changes to make nested nodetrees (i.e.
for Material and Texture nodes).
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again)
- Graph Editor "Active Keyframe" panel now displays more descriptive
error messages. In particular, hopefully this helps to alert users of
the default generator modifier for Driver F-Curves
- The first F-Modifier added to a list is now set to be active one for
that list.
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- Adding drivers from the UI (not from py-scripts though) will now
automatically add a "Transform Channel" driver variable to the newly
created drivers. This makes setting up drivers a bit more convenient
for the most commonly used case.
- Drivers now report their errors using the Reports system instead of
writing these directly to the console.
- Clarified some comments to be more insightful about the "why's" of
some design decisions, and related formatting/cleanup tweaks
- Reduced scope of "path" vars to just the scope they're required in
- Removed some unused defines from a failed experiment in the original
Keying Sets code ("templates" and "template flags") which was
superseeded by the more flexible + nicer "Builtin KeyingSets"
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