Age | Commit message (Collapse) | Author |
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A collection of multiple changes that had been living in my stash:
- Use nullptr instead of NULL in C++ files
- Removed unused/deprecated functions from headers
- Cleared animatable flag in cache UI
- Comment cleanups
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This patch adds a new compound shape entry to the shape selection
dropdown. It also corrects wrong inertia calculation for convex hulls,
that resulted in strange behavior for small objects.
The compound shape take the collision shapes from its object children
and combines them. This makes it possible to create concave shapes from
primitive shapes. Using this instead of the mesh collision shape is
often many times faster.
Reviewed By: Sergey, Sebastian Parborg
Differential Revision: http://developer.blender.org/D5797
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The cloth brush builds the constraints when the stroke starts usign the
current state of the mesh. This means that deformations profuced by the
simulattion will accumulate after multiple strokes as it will always
start from the previous deformed state. While this is useful in many
cases, for other uses it is convenient to always simulate the same
initial shape, but applying different forces to it.
The persistent base options work like the persistent base in the layer
brush and allows the cloth brush to not accumulate deformation after
each stroke. When enabled, constraints are created for the shape stored
in the persistent base instead of from the current state of the mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8428
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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This check was always returning true.
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This property adds constraints to the simulation using the initial
location of the vertices, making it behave like a soft body. The
strength of these constraints can be modified with the brush parameter.
This makes some deformation modes more subtle and predictable, making it
possible to use the cloth brush to add surface detail in a more
controllable way without loosing completely the original shape of the
mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7845
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it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode.
{F8723224}
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D8399
81a002
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This is also a bit of code cleanup, reorganisation.
Tried to be DRYed but avoid too much code change to (hopefully) minimize
breakage.
- GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase.
- GPUTexture: Move compressed texture upload to gpu_texture.cc
- GPUTexture: Add per texture Anisotropic filtering switch
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Keeping face attributes connected is now optional.
Keeping UV's connected is useful for organic modeling, but bad for
architectural.
Differential Revision: https://developer.blender.org/D8360
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This was done for the regular dopesheet in rB9ccc73ade8a2, this just
makes that label consistent across all anim views.
Differential Revision: https://developer.blender.org/D8255
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rna_EffectorWeight_path() needs to point to "domain_settings" (instead
of "settings"), was a missing change when switching the FluidModifier to
mantaflow.
Maniphest Tasks: T79264
Differential Revision: https://developer.blender.org/D8398
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simulation
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
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simulation
New option that lets users the define the maximum number of fluid particles that will be allowed in the simulation. This can come in handy, for example, to ensure that the particle count will not exceed the hardware capabilities, or to avoid excessive amounts of particles in a scene.
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Operator logic is limited to iterating over selection and executing
same code as python API does.
Functional changes:
- No attempt to preserve effects is made. Dependant effects are deleted.
- No attempt to change meta strip boundaries.
Partially fixes T73828
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6892
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Add recursion check before assigning strip as a mask for modifier.
Same check is used for recursion check when reassigning effect input, so it
should not be possible to create recursion at all.
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When definining static variables that own memory, you should
use the "construct on first use" idiom. Otherwise, you'll get
a warning when Blender exits.
More details are provided in D8354.
Differential Revision: https://developer.blender.org/D8354
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This is a change I pulled from the property-search-ui branch,
where I have to use the list of tabs to search the inactive tabs
and it makes more sense to use the array directly.
It is also an improvement to have this fundamental code to the
properties editor in the editor code rather than an RNA callback.
There are no functional changes.
Differential Revision: https://developer.blender.org/D8368
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I'll really have to refactor `ntreeUpdateTree` soon to avoid scanning
all node trees multiple times.
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Storing this info will help with dealing with reset operations and the
like (as we do not want to reset overrides of ID pointers essentially).
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The name was misleading as the length is for char32_t, not wchar_t.
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This adds extra deform modes to the slide mode of the Topology
Slide/Relax brush (both slide and smear are almost identical).
This is useful to move topology to a specific area to add more localized
details
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8349
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This allows to use pen pressure modulation in hardness, wet mix, wet
persistence, flow and density, as well as inverting the modulation (more
pressure, less density...). With this, it is possible to create brushes
that mix paint or apply a new color based on the pressure.
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D8267
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This matches the change that was done to the bevel modifier so that the
interface for the modifier, the active tool, and the operator are consistent.
This commit extends the refactor to the bmesh implementation too, so
that the parameters in the implementation don't stray too far from what
is exposed.
Tests are adjusted and still pass.
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This is to match the option name and to avoid confusion with
workbench xray mode.
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The sky will appear brighter than before by default. To compensate for this,
lower exposure in the Film panel. The default altitude was also changed from
90 to 15 degrees.
Patch contributed by Marco with the help of Ryan Jones.
Differential Revision: https://developer.blender.org/D8285
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When bl_use_gpu_context is set, an OpenGL context will be available for
OpenGL based render engines.
Differential Revision: https://developer.blender.org/D8305
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This refactor is in response to reports in which the adaptive domain with noise caused a crash (e.g. T79009). It should also fix issues where the smoke appeared to be cut off when using the adaptive domain together with noise. It is also possible that some of these changes improve the lines issue from T74559.
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This was caused by `BPy_*_ALLOW_THREADS` being used when it shouldn't.
Implemented the simple fix suggested by @brecht :
> The simplest solution may be to ensure that Python stuff is only done
> when called through the RNA API, and not when Eevee calls it directly.
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Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672.
Differential Revision: https://developer.blender.org/D7557
Reviewed by Julian Eisel
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In a previous commit the `physics` folder has been renamed to `simulation`.
This commit updates the function/file prefix accordingly.
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Function names will be updated in a separate commit.
This will be the place for the new particle system and other
code related to the Simulation data block. We don't want
to have all that code in blenkernel.
Approved by brecht.
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Master collections and root node trees should now be working as expected
in that regard.
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