Age | Commit message (Collapse) | Author |
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normals, instead of vertex normals.
User suggestion/request from 'boby'.
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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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Setting the material was resetting the link bit, this is OK from the UI,
confusing for scripts.
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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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The idea of this commit is to make it so we can enable OpenSubdiv by default
for the release builds but keep it limited to the viewport only for a specific
meshes. This is a temporary solution for until all the needed features are
supported on the OpenSubdiv side.
Flag itself is done as a dedicated field in modifier DNA so we can easily
remove it in the future without ending up with some temporary flag hanging
around forever.
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Conflicts:
source/blender/blenkernel/BKE_blender.h
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/interface/resources.c
source/blender/makesdna/DNA_userdef_types.h
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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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This type causes pixels outside of 0..1 coordinate range to become transparent.
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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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Technically it was all wrong and it should have been called Extend instead
of Clip. Got confused by the naming in different libraries.
More options are still to come.
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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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Own stupid mistake in rBb318795c3b3d (ideally we should really not have that kind of ugly hacks :/ ).
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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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This is the same as D1427 / 89e5c756665c1e7e622ddbd5deece0dda4ce7724
except for NlaStrip.fcurves instead of Action.fcurves. It makes finding
a specific fcurve in Python much easier, as you don't need a Python-side
loop any more.
Reviewers: aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D1430
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Issue was introduced in b0df196.It's not the nicest ever solution but it's
quite close to be as nice as we can do it with current custom nodes and
notifier system design.
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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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Finding a specific F-Curve is often needed in Python, and usually
consists of a construct like:
```
[fcurve
for fcurve in ob.animation_data.action.fcurves
if fcurve.data_path == "location"][1]
```
This can now be written as
`ob.animation_data.action.fcurves.find('location', 1)`
This new function `Action.fcurves.find()` is still O(N) in the number
of FCurves in the Action, but at least it allows us to remove
boiler-plate code. It is also faster than the Python equivalent, as
only the found F-Curve is converted to Python.
Reviewers: campbellbarton, aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D1427
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This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:
- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
of OpenSubdiv is used, making viewport performance as fast as possible.
This also requires graphscard with GLSL 1.5 support. If this requirement is
not met, then no GPU pipeline is used at all.
- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
rendering then CPU limit evaluation API from OpenSubdiv is used. This only
replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
structures exactly the same as they used to be for ages now.
This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:
- Face varying data interpolation is not really cleanly implemented for GPU
in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.
This basically means we'll have really hard time supporting UVs.
- Limit evaluation only works with adaptivly subdivided meshes so far, which
basically means all the points of CCG are pushed to the limit. This gives
different result from old code.
- There are some serious optimizations possible on the topology refiner
creation, which would speed up initial OpenSubdiv mesh creation.
- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
could be generalized.
That's something where Antony and Campbell can help, making it so the code
is structured in a way which is reusable by all planned viewport projects.
- There are also some workarounds in the dependency graph to make sure OpenGL
buffers are only freed from the main thread.
Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from
https://github.com/Nazg-Gul/OpenSubdiv/tree/dev
There are some patches applied in there which we're working on on getting
into upstream.
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This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
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Remove legacy code completely, now dyntopo, multires et al even work on
GL 1.1 for really hardcore users :p
Real purpose here though is to be able to have fast multires drawing
even with VBO off, since it requires using indices for vertex buffers.
Also made own code elf puke an eaten normal update function which
made multires not update normals in solid mode...sorry.
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This fixes T45433.
Reviewers: Severin, kevindietrich
Reviewed By: kevindietrich
Projects: #bf_blender, #user_interface
Differential Revision: https://developer.blender.org/D1408
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Two issues fixed in this commit:
- Clearing or adding animation via python should ensure relations are valid.
- Animation component animation data might be null caused by removing animation
from python.
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suggestion)
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RNA_property_boolean_get_index() 1/0 requirement
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Linking objects to a scene via python should ensure relations are properly
updated for that scene.
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ImBuf types were getting stored as bitflags in a 32bit integer which had
already run out of space. Solved the problem by separating file type to
an ftype enum, and file specific options to foptions.
Reviewed by Campbell, thanks a lot!
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- default alignment to lower center.
- placement is now relative,
so changing output size keeps correct placement.
- instead of center override, add align option (left/right/center).
Also don't use pixel-size for setting the font size, on new strips.
Better not have UI prefs impact low level API's.
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This patch introduces a couple new stroke modifiers. The ones currently implemented are based on prototypes by @kjym3 and myself.
The new modifiers:
- Tangent
- Thickness noise
- Crease Angle
- Simplification
- Curvature 3D
The documentation for these new modifier types can be found [[ http://www.blender.org/manual/render/freestyle/parameter_editor/index.html | in the manual ]]:
{F134441}
(left: AnisotropicThicknessShader, right: NoiseThicknessShader)
{F140499}
(left: Curvature 3D, right: Simplification)
Author: Folkert de Vries (flokkievids)
Reviewers: kjym3
Subscribers: #user_interface, plasmasolutions, kjym3
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D963
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