Age | Commit message (Collapse) | Author |
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* Increase epsilon for intersection a bit more, ortho view + small
faces are problematic.
* Fix a redraw issue with one partial redraw too much at the end of
the stroke.
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angle_quad_v3 & angle_tri_v3
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- shell_angle_to_dist() was using degrees
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* added renamed files in revision 25337
* renamed BLI_util.h -> BLI_path_util.h for consistency
* cleanup of #includes: removed BLI_blenlib.h in favour of direct includes of the needed headerfiles in a few places.
* removed debug print in sequencer.c
* added missing include in blenkernel/blender.c -> bad dependency, needs to be fixed still
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effects strips
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* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
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* Temporary workaround for sculpt not working well with small polygons,
still seems to be some issues, but can at least paint now.
* Small optimization avoiding local function variable aliasing.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
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* Added detection if VBO extension is supported.
* Redraw other 3d views after sculpting.
* Fix brush sometimes punching through mesh with very small polygons,
added an extra epsilon to the ray-triangle intersection.
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* Smooth brush works again for multires.
* Optimal Display option for multires modifier, same as subsurf.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
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* Don't allow adding/removing multires levels in editmode.
* Customdata code for swapping mdisps restored.
* Fix inflate brush crashing with multires.
* Smooth and layer brush don't work yet with multires, but at
least avoids crashing now.
* Fix threading issue with flatten brush.
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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Copied (in if-defs - for msvc win32/64) the python math functions used for dealing with the lack of a 'round()' function.
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number of decimal places.
- added Mathutils vector method, vec.asTuple(round), since this is tedious in python and fairly common task.
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OpenCollada @ 675, Linux) and 25001 (bone animation import). See corresponding log entries for more detail.
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* swap v2/v3
* multiply-and-add (madd) v3
* inline v3 short/float conversion
* mul_v3_m3v3
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vcloud_estimate_transform(..) to math library
comments there (@math_geom.c) should explain what it does
-- removing attached clutter from softbody.c
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
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* This is experimental, the file format may change still!
* Helps reduce memory usage, keeps .blend files smaller, and makes
saving quicker when not editing multires.
* This is implemented at the customdata level, currently only the
multires displacements can be stored externally.
ToDo
* Better integration with object duplication/removal/..
* Memory is not yet freed when exiting sculpt mode.
* Loading only lower levels is not supported yet.
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* PBVH can now be created contain both from face grids or standard
meshes. The former is much quicker to build for high res meshes.
* Moved some drawing code into pbvh (mostly for the frustum test).
* Moved ray intersection code into pbvh.
* GPU buffers also can be built from either mesh or grids now.
* Updated sculpt code to work with this. The ugly part is that there
is now a macro for iterating over vertices, to handle both cases,
and some duplicated code for e.g. undo.
* Smooth brush does not work yet with grids.
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* swap v2/v3
* multiply-and-add (madd) v3
* inline v3 short/float conversion
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driver deps
- removed some warnings
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when changing curve twist I assumed 2D curves would not need dir or quat values set, however these are used when getting a path from a curve.
also added interp_v3_v3v3v3v3
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Added some more methods for the Red-Black Tree implementation in Blender (used for runtime viewing and searching of keyframes) which abstract away some of the lower-level handling of the BST (i.e. adding nodes without balancing and searching for nodes).
Also, improved the implementation of the jump next/prev keyframe operator so that it pops up an error message when the last keyframe in whatever direction is encountered.
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out per face snapping and added BVH raycasting.
adjust epsilon value for isect_ray_tri_v3()
from the comment...
/* note: these values were 0.000001 in 2.4x but for projection snapping on
* a human head (1BU==1m), subsurf level 2, this gave many errors */
- 0.000001 -> 0.00000001
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-r24330:24483
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variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
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math-lib commit. Was caused by functions that got renamed to the same name but the order of arguments were different.
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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* Pre-conversion commit removing old arithb.c code, this will not compile,
next commit fixes that.
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* Fix remaining issues before conversion.
* Inline various vector functions, currently enabled for all platforms.
I expect this to work in GCC/MSVC at least, if other platforms don't
support it, #ifdef's can be added.
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giving build issues on some platforms.
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* New header and source files.
* Still need a few tweaks before switching code to use them.
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- cd to blender dir
- type 'blender'
- crash
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* Draw/Inflate/Layer now keep working on the original mesh coordinates and
normals from when the stroke started. This helps avoid the mesh blowing
up, but can still be better. The old behavior is still available as
"Accumulate" in the UI.
* This requires some more memory usage for the BVH, would like to find a
way to avoid that.
* Smooth falloff is now the default.
* Spacing is now enabled by default, with a value of 7.5.
* Anchored now stores normals per node to save some memory.
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The weak point now is the thread-safe atomic access to normals from multiple
threads, did not seem to be a bottleneck in my tests but I don't really trust
it to be fast.
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-r24152:24257
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* Sculpting, normal update and bounding box code is now multithreaded
using OpenMP.
* Fix a number of update issues: normals on node boundaries, outdated
bounding boxes, partial redraw, .. . There's probably still a few
left, but should be better now.
* Clicking once now does a single paint instead of two (was also
painting on mouse up event).
* Smooth shading now is enabled for the full mesh when the first face
uses it (so it can be tested at least).
Implementation Notes:
* PBVH search can now be done either using a callback or bt gathering the
nodes in an array. The latter makes multithreading with OpenMP easier.
* Normals update code is now inside PBVH, was doing it per node before but
should do all faces first and only then vertices.
* Instead of using search modes + 1 modified flag, now nodes get 4 flags
to indicate what needs to be updated for them, found that this makes it
easier for me to understand the code and fix update bugs.
* PBVHNode is now exposed as an abstract type, I think this makes it more
clear what is happening than having it's data passed as part of callback
functions.
* Active_verts list was replaced by looping over nodes and the vertices
inside them. However the grab brush still uses the active_verts system,
will fix that later.
* Some micro-optimizations, like avoiding a few multiplications/divisions,
using local variables instead of pointers, or looping over fewer vertices
to update the bounding boxes.
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parents (objects or pose bones). Works for all euler orders too, obviously.
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least its more clear whats going on.
- Made RotOrderInfo use a vector rather then i/j/k
- Added gimbal_axis to transform.h (was extern)
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This is effectively a C-port of Nathan Vegdahl's "No Twist" TrackTo PyConstraint, and has been added as a separate type of constraint to be consistent with the existing constraints (Locked Track, and Track To).
In general, this works considerably better than the existing "Track To" constraint, since it works by determining the smallest rotation necessary to get the current orientation of the owner to an orientation which would be tracking the target. It is also a much more straightforward approach than the weird old method the old Track To uses.
I've made a few tweaks to the code to deal with the (hopefully rare) cases where the target and the constrained are coincident. These don't appear to cause too much trouble in general.
TODO:
- Probably the naming of the constraints will change, to better convey their purposes. Naming suggestions welcome.
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MatXOrtho only normalizes and should probably be renamed)
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-r24095:24152
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Will use rotation gimbal axis when an object or bone set to Euler rotation mode is selected (global axis otherwise)
Use case: being able to do rotations that only affect one animation curve in the 3d view instead of just in the curve editor.
I'm committing this right now despite what follows because it's already useful as is.
Known bug: manipulator arrows can look slightly skewed (not really a big problem), but more importantly, rotation circles for the rotation manipulator are skewed and will not perfectly reflect the rotation axis (it will still use the correct one though). That will be fixed shortly.
To do: This orientation should act like Local, where each object/bone uses its own orientation and not just the one of the active object/bone.
Note: Saved files with custom orientations might end up with other orientations selected when being opened up. I don't think it's that useful to make a do_version for that, but I can if warranted.
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