Age | Commit message (Collapse) | Author |
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Most API's already use this convention.
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hash & hashsizes are generic names, be more specific & define the
generic names locally.
Quiet undeclared variable warnings.
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Original and localized particle settings were sharing some
of the runtime pointers.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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All areas are toy use "local" number generator, in order to keep
behavior predictable and threadable. This is what BLI_rng_() API
is for.
There are still lots of usages of BLI_frand(), which are to be
ported to BLI_rng_get_float(). but that is somewhat involved.
For the time being, remove unsafe API, so new areas have zero
chance using it.
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Checks are disabled by default, but we need to make them enabled by
porting all required areas, or by removing API which uses global RNG.
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The bug was due to the Halton function returning uninitialized value for 0 iteration.
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Use to fill an array of bytes to random values.
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This reverts commit ba8b9ae307010ee5e8e43c6afc4c9d0571c2bf73.
Turns out this is needed on other systems, just happened to be indirect included on them.
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Needed by transfer data.
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* Use pie direction, not draw type for pie item collision
* Strict function definitions.
* Initialize random array with system time
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Two fixes here (only the second one is strictly needed to fix the issue,
but both make the system better).
First is introduction of a random generator array for use with threaded
systems where each thread needs to access its own number generator.
The random texture now uses this so it should not be influenced by other
random generator reseedings of the main random generator like it did
before.
Second, I reshuffled the texture code to resample the upper bits of the
random number first. According to Numerical Recipes, this is where the
most variance can be found, so by sampling those we avoid correlation
issues. Also, multiplying here is not ideal because if a pair of bits
are zero, then the whole result will also be zero.
Overall this is much more random (tm) than before, however result will
also be brighter, since we now have less black spots. Tweaking the
brightness/contrast should somewhat fix that, generally having the same
result as before is not possible anyway if we are to really fix this.
Also, seems like exposing procedural depth might be nice here since it
influences the precision of the texture lookup.
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The last remnant of using the system time for random seed was removed
in rBafb4b65, now seeds are always explicit for BLI_random.
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also modify MIN/MAX macros to prevent shadowing.
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position
Most work (tracking bug) done by Anthony Edlin, many thanks!
Great example of why having duplicate code is never a good idea... ;)
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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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That whole "element re-arrange" area could use some love, though (e.g. make a single vert operator with more options, as faces; and make faces work in edit mode, probably no more reasons to switch to object mode?). Post-release TODO, anyway.
Also spotted a glitch in BLI_rand code, imho, which makes first element of an array not guarantied to be shuffled by BLI_array_randomize()... No correction though, as this might/would affect other parts of the code!
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else if's
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(in keeping with most of blenders code)
also split some long lines in own code.
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http://markmail.org/message/fp7ozcywxum3ar7n
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