Age | Commit message (Collapse) | Author |
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There were several problems in the old random calculation:
* Different result in the viewport and render.
* Noise "pop" in some frames.
* Random number was calculated every time the file was opened, so get different results.
Now, instead to calculate the random numbers when n number of frames changed, the random values are calculated using a unique seed by stroke.
Also, a new Seed parameter has been added and this adds more control in the noise generated. This value can be animated and get more variations.
Differential Revision: http://developer.blender.org/D5393
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T68045 by @luzpaz
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T68035 by @luzpaz
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This patch introduces the same presets that are used for proportional editing in the brush falloff menu. The user can select any of these presets or use the regular custom falloff curve. The presets are hardcoded formulas, so the falloff curve is not used when they are active.
This change improves the general feeling of the brushes and it is more convenient and simpler to use. The CUSTOM curve option should now be used in the case that an unusual deformation is needed, in other cases, the hardcoded curve presets should be the default.
The smooth curve presets is a must in the grab brush, as it fixes the deformation issue with the current custom curve setting. The user may try to adjust the deformation by tweaking the curve, but it is nearly impossible to replicate this desired behavior.
{F7636217}
Other brushes that are included in the sculpt branch also rely on this as they need specific hardcoded falloffs to produce the desired effect.
Reviewers: brecht, billreynish
Reviewed By: brecht
Subscribers: JulienKaspar
Differential Revision: https://developer.blender.org/D5367
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The value of the step was calculated using a variable that was removed when the render frame change.
Now, the step is calculated using the modulus of the current frame and recalculate noise only if the remainder that results from performing integer division is equal to 0.
To calculate current frame, the first used frame is calculated to adjust real frame range.
This approach is more stable in viewport and render.
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There was a fixed limit to the number of points available in a buffer stroke.
Now, the array is expanded as needed using a predefined number of points for each expansion, instead to add one by one. This is done to reduce the number of times the memory allocation is required.
As part of the fix, some variables have been renamed to reflect better their use.
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collections.
Some ugly very low-level collection code was using the generic
LIB_TAG_DOIT tag... should never happen, that one is for rather
high-level code to use, core process shall use own tags.
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Such reload can no longer happen directly and is to be done via dependency
graph.
Eventually, the movie cache will become shared across all copies of the
clip, but even then we still need to have dependency graph mechanism because
we need to update FFmpeg animation handle (which can not be shared across
the copies).
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Current frame is stored in a scene, and scene might have multiple view
layers. The inactive view layers were not informed about scene's frame
being changed, so when user switched back to view after changing scene
frame it was in an inconsistent state between current scene frame and
animation.
Now we tag scene for time changes, so dependency graph can catch up
and do proper update.
Currently tagging is from quite generic place. Probably better approach
would be to tag from where frame is actually being assigned. Downside
of this is that it's easy to miss some places.
Reviewers: brecht, mont29
Reviewed By: brecht
Maniphest Tasks: T66378
Differential Revision: https://developer.blender.org/D5332
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Applying/undoing incremental changes didn't fit well when
mixed with periodic snapshots from mem-file undo.
This moves to a much simpler undo system.
- Uses array storage with de-duplication from `BLI_array_store`.
- Loads the buffer into existing text data,
for better performance on large files.
- Has the advantage that Python operators can be supported
since we don't depend on hard coded undo operations.
Solves T67045, T66695, T65909.
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Allows to disable keyframes from movie clips in dopesheet.
Reviewers: brecht
Reviewed By: brecht
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D5203
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Previously in 2.79 we were using a specialized drawing using derivedMesh.
Now the subsurf modifier tag each center vertex as facedot and let the
DRWManager pick it up.
Some modifiers (deforming ones) do not clear the tag so we can use this
technique even if there is deforming modifiers after subsurf modifiers.
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Use enum type for functions arguments.
Removed -1 check in switch statement, this isn't needed.
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Match existing texture name.
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When in texture paint mode and in solid mode the object that is being
texture painted will be rendered by the workbench engine with textures.
All other objects would render the same. For other cases the texture paint
draw engine will still draw the texture.
The texture mode draw engine now only drawn the masks. The opacity
sliders influences the texture mask.
This change has been implemented conserably. In the future we need to
look into making this better, like adding support that every object
can be colored differently. Currently when rendering in the workbench
we can have up to 3 different color types active (what the user selected,
the fallback in case no materials have been configured and this one,
forcing textures)
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5190
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CDData checking on file load was not taking into account deprecated
CD_MTEXPOLY datatype, which unfortunately shows same weird glitch as
CD_PAINT_MASK and CD_FACEMAP ones...
Note that it was annoying (due to amount of warnings in console), but
totally harmless, since that data type is just deleted anyway.
This commit also generally cleans up the CD_MTEXPOLY deprecation code, we
have a system to handle that, let's use it, instead of defining local
static values to replace it...
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This option from the very beginning of its existence needed more work
to make it work correct and this was never done.
This option was working fine during continuous playback, when there
are no skipped frames, but it was failing when AV-sync of framedrop
was enabled.
It was never working correct when jumping between frames, including
rendering on a farm which usually does frame-range based rendering.
With copy-on-write things became even more tricky, since the "stuck"
flag was never preserved between re-evaluations.
Fixes T65683: Sticky Option in Floor Constraint for Bones Not Working
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Now the modes are reset for grease pencil objects.
Differential Revision: http://developer.blender.org/D5138
Reviewers: @dfelinto
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- Add 'Navigation Buttons' preference, used for 2D views
(previously this couldn't be disabled).
- Add "Off" option for 3D view axis.
- Support minimal axis with navigation buttons.
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The fix for T60777 caused this operator not to work from Python.
Add a repeat_last flag for operator execution.
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No need to use int for boolean value.
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This reverts commit 36faf739a71624b6ca10cec7233779f9eeace0bd.
Somewhat annoying but this change had some unforeseen consequences,
which lead to an actual bug.
Since this change was not sufficient to get original report fixed
is easier to simply revert for now.
Fixes T65842: Hair disappears when clicking on particle system name
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Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.
Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4638
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Happens if custom property is on object data data-block, which doesn't
have translation or geometry components. Not for lights and cameras at
least.
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Better to make internal code naming match official/UI naming to some
extent, this will reduce confusion in the future.
This is 'breaking' scripts and files that would use that feature, but
since it is not yet officially supported nor exposed in 2.80, as far
as that release is concerned, it is effectively
a 'no functional changes' commit.
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Allows it to be preserved during copy-on-write update when on-geometry
related update is needed.
This is a required part for T63537, where we need to preserve the entire
evaluation data when object is tagged for only RECALC_COPY_ON_WRITE.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5023
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Revert part of d56c0a0a6affcdfd7335c
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This option can not be supported by a new granular dependency graph,
and, especially, copy-on-write.
It was always doing full update ever since initial commit of new dependency
graph which we are using here in the studio for the past years and lack of
this option was never brought up.
Fixes T65557: Delay refresh option in armatures is broken
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not keyframe the mirrored bone
Use an additional pose bone flag so we can keep track of mirrored bones that should be autokeyframed.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D5033
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There is no obvious threading-unsafe code in the localization.
The main source of issues were the new_node/new_socket pointers
which are no longer used during node tree duplication.
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This change makes it so sound handles are created for evaluated scene,
sequencer and speakers. This allows to have properly evaluated animation
on them.
For the viewport playback sound uses regular dependency graph.
For the final render sound uses dependency graph created for render pipeline,
which now also contains sequencer and sound datablocks.
All the direct sound update calls are replaced with corresponding dependency
graph recalc tag.
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Don't rely on detecting view matrix changes to refresh depth buffer, instead
detect redraw tags coming from progressive render samples.
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Note that BLI_STATIC_ASSERT use in headers is likely to cause this
error again, we could have a version that takes a unique ID
to be used in headers.
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This seems to be a requirement and remove some errors in
renderdoc.
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The UI used "Regular" already, but internally the code didn't.
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Now a small threshold is used for mouse input,
avoiding delay when gizmos are activated on drag.
Tablet input threshold remains unchanged since
it's easier to make small movements when using a tablet.
A larger threshold for non-cursor input is now used (typically keyboard)
which improves usability when the "Pie Menu on Drag" key-map preference.
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The name of the field was not clear about the use.
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The idea is to share a mesh data-block as a result across all objects
which are sharing same original mesh and have no effective modifiers.
This mesh is owned by an original copy-on-written version of object data.
Tricky part is to make sure it is only initialized once, and currently a
silly mutex lock is used. In practice it only locks if the mesh is not
already there.
As an extra bonus, even viewport memory is also lower after this change.
Reviewers: brecht, mont29
Reviewed By: brecht, mont29
Differential Revision: https://developer.blender.org/D4954
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Renaming was only done to ED_time_scrub_ui.h, function names
and struct members used term 'scrubbing' which is ambiguous.
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Passing a const char** to MEM_recallocN lead to
C4090 'function': different 'const' qualifiers
warnings with MSVC
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