Age | Commit message (Collapse) | Author |
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Using enum type itself in implementations, and uint in headers (as using
enums types in headers is a pain when enum are not defined and used in a
single same header file...).
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So not to be confused with subsurf scatter
Differential Revision: https://developer.blender.org/D8005
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Replace 32bit int with bitmap to allow selecting
any number of vertex groups.
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Custom Loop Normals are normally encoded relative to the default
normals, similar to normal maps, allowing them to naturally follow
mesh deformations. Changes to mesh topology however often result
in nonsensical effects that are not desired.
The Remove Doubles operation especially (now known as Merge By
Distance) is intended as a purely topological operation, and
definitely should not change the vector of the custom normals.
This patch implements that behavior by converting the relative
encoding into an absolute vector layer for the duration of the
operation. It also modifies other Merge types in this way for
consistency, the Rip operator as their inverse counterpart;
and also Delete, Dissolve, Connect Path and Knife operators
as other examples more related to topology than shape.
On the technical side, this ports mesh_normals_loop_custom_set
to BMesh, and then uses a temporary Custom Data layer to store
the normals as vectors for the duration of the above mentioned
operations. When the normals are converted back to custom data,
the caller can choose whether to mark edges as sharp to preserve
distinct normals, or just average them instead. All but Remove
Doubles choose to average for now.
Differential Revision: https://developer.blender.org/D4994
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This is related to T76659.
This just renames data type names to `CD_PROP_STRING`, `CD_PROP_FLOAT`
and `CD_PROP_INT32`. It makes them a bit more specific and removes
unnecessary abbreviations.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7980
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In this case the draw engine isn't responsible for the selection, but
the editor is.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7955
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This reverts commit f50222ba2e3e4aa461c23b4f0b3f3382a9e0632c.
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Because this controls how the amount is used in should be set first and
is more important therefor place it at the top.
This is also consistent with other areas in Blender
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Also allow NDOF with loop-cut.
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Needed for to create objects of a specific size.
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Forgot this corner case when I created the new normal flip code.
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The issue was the custom loop normal data would be mangled when we
reversed the face loops.
The flip face code will now correctly flip the custom face normals so
they are not left in an undefined state.
Reviewed By: Bastien
Differential Revision: http://developer.blender.org/D7528
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The current behavior isn't necessarily "incorrect," but it's unintuitive
and confusing. A simple fix is to apply parentinv before finishing the
operator.
However, there may still be issues when the object's parent has a parent.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7723
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Fairly critical code mistake actually, since it uses malloca,
BLI_smallstack should *never* be declared inside a loop...
Also optimized handling of the `loop_weight` heapsimple, we can also
only create and use a single one for all edited objects...
Found two other operators potentially affected by same issue (split
normals, and weld edges into faces).
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This was returning true in edit mode, causing the crash
Reviewed By: jbakker
Maniphest Tasks: T76488
Differential Revision: https://developer.blender.org/D7645
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Based on D6335 with modifications.
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This always return changed, even when no changes were made.
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Regression in own recent commit b1037aa88fedb.
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This reverts commit 92d62148bed1cf68ed674b4a9c6ba6440a697ca8.
When merging in from blender-v2.83-release the merge was somehow rebased
after viewing the log.
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Add missing outliner selection sync tagging for various non-outliner
operators.
* Curve separate
* Grease Pencil separate
* Mesh separate
* Make instances real
* 3D view paste
* Sequencer paste
* Armature delete, dissolve, separate, duplicate, subdivide, extrude,
click extrude, primitive add
* Pose Group select, delete
Resolves T71404
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Add missing outliner selection sync tagging for various non-outliner
operators.
* Curve separate
* Grease Pencil separate
* Mesh separate
* Make instances real
* 3D view paste
* Sequencer paste
* Armature delete, dissolve, separate, duplicate, subdivide, extrude,
click extrude, primitive add
* Pose Group select, delete
Resolves T71404
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This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.
Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D7475
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Faces could be selected without any of their edges or vertices selected.
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Basically this new tool constitutes a macro that uses the parameters of
the Extrude and Translate operators that were recently implemented.
Thanks to @CandleComet for initial implementation.
Differential Revision: https://developer.blender.org/D7222
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This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261
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Tasks: move priority from task to task pool {rBf7c18df4f599fe39ffc914e645e504fcdbee8636}
Tasks: split task.c into task_pool.cc and task_iterator.c {rB4ada1d267749931ca934a74b14a82479bcaa92e0}
Differential Revision: https://developer.blender.org/D7385
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Starting select linked failed when the selected vertex or edge
was it's self delimiting.
Support using these elements for linked select
as long as they're part of an isolated selection.
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When the modal operator passes events, free the internal state of
the operator as we can't be sure those events don't cause the mesh data
to be re-allocated or removed.
Longer term it might be best to make this into a tool since
the main purpose of this operator is to run other actions.
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Other smooth operators use term 'smooth'.
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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