Age | Commit message (Collapse) | Author |
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We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
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Caused by 10d9a2494fc5e which removed 5x length clamping.
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This fixes the issue of long spikes on sharp corners by rounding them,
guaranteeing that the bleed will never exceed the bleed distance
set by the user in any part of the mesh.
See: D4437
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Two aspects are addressed:
- Correct computation of dilation distance,
so that dilated boundaries remain parallel to the original boundaries
(and with the actual distance specified as bleed distance).
- Dilate with regard to adjacent seams
instead of adjacent triangle edges, for a more correct result.
This is especially important in the case of concave shapes,
where spikes could overlap with actual geometry.
See: D4436
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Now always refresh when the material changes. Depsgraph tag moved out
of the refresh function since that gets called on depsgraph update,
which should not trigger a second depsgraph update.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Rename for Camera, View3D (also CameraParams & Render not DNA)
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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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This complicated handling of undo steps in a generic way
especially switching between undo systems that stored data to ones
that accumulated changes.
Now each undo system must treat it's steps as check-point,
internally it can apply/rewind changes.
This commit also fixes projection paint where the object mode wasn't
following the undo steps.
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Needed for clan-format not to wrap onto one line.
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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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Operator relys on 3DView and was failing from Topbar and Properties
Editor. Now tries to find the biggest 3DView and uses that.
Reviewers: brecht
Maniphest Tasks: T60133
Differential Revision: https://developer.blender.org/D4215
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Prevents clang-format wrapping text before comments.
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With multi object editing it creates the charts twice, which broke some
logic in the unwrapper.
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Texture paint code was retrieving the evaluated mesh from the
original object, which isn't supposed to happen, so the cached
mesh isn't properly cleaned up by Edit Mode toggle.
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For most brushes, texture painting uses a special mask accumulation
table in order to ensure that the amount of added color only increases
when the same pixel is touched multiple times by the stroke.
Unfortunately, only the mask texture was added to the mask before
this check, while normal, stencil, texture alpha masks were applied
after this check. This means that the check can pass if e.g. the
pressure is increased, but the final mask value is actually lower.
One might think that the mask values are fixed per pixel, but with
symmetry that isn't true. The result is a nasty stripe artifact due
to the discrete cutoff nature of the accumulation test.
In order to fix this, apply all masks before accumulation.
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Use 3D cursor from the scene (was previously used for local-view).
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If backface culling is off, the user obviously wants to paint on
back faces, so the normal angle cutoff designed to prevent painting
at glancing angles shouldn't do the culling as a side effect.
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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Make it the convention to multiply by scaling factor inside the function, so
Python scripts that didn't add DPI scale start working correctly.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D3793
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Differential Revision: https://developer.blender.org/D3732
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Differential Revision: https://developer.blender.org/D3694
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Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT
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Now we can create new base color, roughness, metallic, specular, normal,
bump and displacement images, and linked them to the appropriate socket.
Also fixes image nodes inside groups not being visible.
Differential Revision: https://developer.blender.org/D3679
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So all shading settings are in this struct and can be reused in the OpenGL
render engine.
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Conflicts:
source/blender/editors/sculpt_paint/paint_image_proj.c
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Probably harmless, since I bet CD_ORIGINDEX is nearly always generated,
but still...
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