Age | Commit message (Collapse) | Author |
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Not much to add, you can now clear previews from current .blend file, or a set of non-opened files.
Likewise, you can generate previews (for mat/tex, objects, groups, scenes, ...).
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VSE strip draw code.
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re-running when changing settings.
This is likely weak design, but allows people to change several settings without having to wait
several tenth of seconds each time, when e.g. transferring UVs between heavy geometries.
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Intent was to act as animation everywhere
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Sliders in for FCurves in the animation editors were leaving space for
one extra setting that they didn't need to be accounting for (and which
wasn't shown, as it isn't valid for FCurves).
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doesn't seem to collide with the mute toggle
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Paste keyframes code seemed to have overlooked the NLA mapping issue, causing
keyframes to get pasted in the wrong places.
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segments with GPencil
After some testing of the behaviour of this stuff, it became clear that the current
pressure handling here isn't very useful. The initial point would invariably get a
low pressure value (due to the way that the initial tap needs time to "take"), while
the end of the stroke suffers from similar issues (i.e. when the pen is released).
Meanwhile, the line thickness would flicker while drawing the stroke, as the endpoint
pressure varied.
So, until we find a better way, all straight line segments are now drawn without
pressure sensitivity.
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make them easier to distinguish
This commit makes GPencil keyframes in the timeline slightly taller (80% height
vs 60% height) so that they will not be that easily confused.
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Make it so CCGDM reports 0 number of geometry when it uses GPU backend for
drawing. This screws up a bit statistics in info header and requires to have
some special handle of CCGDM in the drawing code, but makes it so non of the
areas will try to access non-existing geometry.
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The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
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predictable/responsive
The old method:
The "old" method used the node dimensions to get a number of lines and checked if they intersect with the node link. Issue with this is that only a small part of the actual node surface is checked, making the method a bit unpredictable or unresponsive.
The new method:
The new method checks for intersections within the entire node surface. If multiple links are intersected, the node with the smallest distance from the *upper left corner* to the link is chosen.
Reviewed by @campbellbarton (tm)
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Patch by Tilman Blumhagen, thanks!
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Detect when there are < 3 corners & automatically calculating the span isn't useful.
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Wasn't applied relative to the active vertex.
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Was intended to be disabled in rBa3b86611a8182, but disabled 3D View FPS drawing instead of VSE drawing. Triple checked but 3D View doesn't draw FPS now, so everything seems fine now.
Note: To recreate this you had to play animation once before scrubbing.
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After scrubbing, Blender kept thinking an animation is played (see animation "Play" button), even after mouse release. This resulted in a couple of crashes, e.g. by pressing Alt+a and then Esc.
(Also minor cleanup)
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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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