Age | Commit message (Collapse) | Author |
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Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
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Needed for node insert offset (Auto-offset in UI), but kept separate so people notice it without having to check insert offset commit (not for commit ratio of course ;) )
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In these cases we're only checking the mesh has faces.
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plane.
Make sure sculpt plane is recalculated for every tiled dab.
Note this is not the optimum thing to do, we could cache the original
sculpt plane and reuse that, but this would require us to rearrange the
logic of tiled sculpting somewhat. This can be a TODO, but for now this
will fix the issue.
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Looks like derivedmesh draw code always assumed a mesh is available.
Make sure that if we use a bmesh, a flag is used to control that.
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Feature is found as per channel option in graph editor.
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Basically it's a clean keyframes tool, but also removes a channel if the
only remaining keyframe has the default value only and is not used by
drivers or generative modifiers.
It's was used to help with performance of keyframe-heavy scenes in
gooseberry.
Note, as always the curve left after the clean tool is used is not the
same as the original, so this tool is better used before doing custom
editing of fcurves and after initial keyframe insertion, to get rid
of any unwanted keyframes inserted while doing mass keyframe insertion
(by selecting all bones and pressing I for instance)
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Treat scrubbing as animation.
This is checked during various updates to avoid
some costly calculations.
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This code is not thread-safe and there's no easy way to synchronize
render and viewport threads for this operation, so for until we've
got some nicer solution we just disable dangerous buttons.
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- use the device names returned from the library.
- system settings UI changed as new audaspace might contain longer and more device names.
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Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
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- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
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This removes CD_MASK_MFACE from CD_MASK_BAREMESH, CD_MASK_DERIVEDMESH and others.
Callers that need it must explicitly add it to their data-masks.
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Replace checks in various places
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Deprecate wrap (BRUSH_TORUS) option, we now have paint flags for tiling
and we can reuse those. Also allows seperate tiling in X/Y
direction for 2D painting now.
Only one tiling is allowed for now.
Options can be found in new "Tiling" panel under the tools tab.
For version patching, we just turn off brush wrapping,
to allow reuse of the flag in the future.
New option is paint mode wide instead of per brush so
a brush having the old wrap option will not enable it
for the whole mode in the version patch.
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It now takes (almost) the whole available width of the region. Icons on the right hand side are hidden during text input now, they can't be used then anyway. Using this space for the text input button makes more sense.
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This commit begins implementation of the idea about hidden face
separation outlined in
http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-
We split hidden and visible faces to different parts of the triangle
buffer.
Mapped drawing will now skip iterating through hidden polys.
Of course the final target, when all derived mesh types use
VBO sorting, is to skip checking for hide flag per face
completely. All faces will be pre-sorted anyway and we'll
be able to draw them with one draw call.
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NULL.
All derivedmesh types check if we have an enable function, we can get
rid of this.
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We need to generate strokes up to a brush radius around the bounding
box.
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Looptri refactor artifact
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When zoomed in could int overflow and select the wrong vertex.
also correct clipping check.
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options are enabled
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Adds 3D-Tiling options to the sculpt tool. This is very similar to the
symmetry options in the sense that it replicates the strokes. For tiling
this replication happens with a linear offset to fill the whole object
along one or more axis.
This allows to create geometry that can be tiled seamless. One use case
is the creation of tileable textures by sculpting high resolution
geometry and then rendering it with an orthographic camera to create
maps for diffuse, normal, etc
Notes:
Patch by Tilman Blumhagen with minor changes (move tile flags to paint
symmetry flags).
After some feedback from artists, leaving tiling value to constant
offset, though I suspect that some method that uses the object
bounding box dynamically might be good to have too. It can
be added later though :)
Thanks a lot for the patch!
Patch: D1426
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Weights were calculated using tessellation data, giving slightly uneven weighting.
Now only use tessellation for ray-cast but weight the influences from the original polygons.
Also cache arrays from derived-mesh, they we're called each intersection.
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Same issue as vertex painting - though one might wonder if we really
need to set material on such occasions.
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Gives about 5-10% of startup time improvement here.
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That was basically not an issue with interpolation, but rather missing wrapping
options and periodic wrapping was always used.
It's still a bit questionable why certain graphics cards were doing clamping in
the file from the report, that's not something what is expected to happen from
the settings of textures being passed to GPU. In any case this issue i still
didn't manage to reproduce on any of the available GPUs, might be something
related on driver glitch or so.
In any case CPU now should behave just fine, rest of the issues we'll need to be
able to reproduce first.
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The issue was caused by wrong fix for T22741 which forced redraws on any window
event, like Expose. Use proper NV_WM | ND_UNDO listener instead,
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Regression from multi-view
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