Age | Commit message (Collapse) | Author |
|
|
|
Added it as extension to harden. Tried out different methods to fix normals,
Though as with width and segments changes shape, orientation of new polys
a non-smooth method of fix was not possible. Current method aggregates
vertex normals into a smooth fan without affecting edge shading.
Still need to fix the crease at new vertex edges
|
|
|
|
|
|
The selected face strength (Weak/Medium/High) can be used by the WN Modifier
to determine influence of current face in
|
|
|
|
|
|
|
|
Need to use the 'use_partial_connect' option in island connect,
so changed signatures of various functions to pass that into and
then down from BM_mesh_intersect (making true for intersect, false
for boolean).
Then fix bm_face_split_edgenet_partial_connect to work when
input edges are not necessarily wire, but at least not in the
face they are being connected in. That caused generalization
of core BM_vert_separate_hflag_wire (which is only used in
this one place in all Blender).
|
|
Conflicts:
source/blender/modifiers/intern/MOD_normal_edit.c
source/blender/windowmanager/intern/wm_files.c
|
|
this is actually adding option to add buggy behavior, but.. NPR often
expects buggy behaviors, and its one of the main targets for normal editing.
So think it's reasonable to add that option (disabled by default of
course).
Note that am not really happy with UI, but:
* Not sure where to put it, it's kind of own self-contained area option.
* Don't to make it too much visible, using this should be the exception!
|
|
Conflicts:
source/blender/blenloader/intern/readfile.c
source/blender/editors/mesh/editmesh_utils.c
source/blenderplayer/bad_level_call_stubs/stubs.c
|
|
|
|
|
|
This commit actually adds some G.main... but at much, much higher level
than the ones it removes, so should still be better ;)
|
|
Uses 2 different params: mode and strength. There are still some
hiccups with how 2.8 interacts with normals. Will resolve as
support gets better
|
|
Conflicts:
source/blender/editors/space_view3d/drawobject.c
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Strip unindented comment blocks - mainly headers to avoid conflicts.
|
|
|
|
|
|
|
|
|
|
The simulation doesn't seem to update properly yet.
|
|
Conflicts:
intern/cycles/blender/blender_curves.cpp
source/blender/blenkernel/BKE_particle.h
source/blender/blenkernel/intern/modifier.c
source/blender/blenkernel/intern/object_update.c
source/blender/blenkernel/intern/particle_system.c
source/blender/editors/object/object_modifier.c
source/blender/editors/physics/physics_fluid.c
source/blender/makesrna/intern/rna_particle.c
source/blender/modifiers/intern/MOD_particlesystem.c
|
|
|
|
Had to add some G.main to modifiers, but in 2.8 we do not need that
anymore, so it's not that bad! ;)
|
|
Also use 'uint'.
|
|
Brings dependency graph evaluation time to similar time than 2.79
for file reported in T55228.
|
|
Was no reason to remove those calls, it was always a plan to bring
referenced layers back eventually.
|
|
|
|
Modifiers stack only get COW/evaluated IDs, so no need to go auery again
DEG for those. Further more, now unified handling of EditBMesh case (was
done on case-by-case basis in a few modifiers, not all for some reason).
We are still missing the ability to get final and cage deformed meshes
when in Edit mode though, this is to be defined/implemented in depsgraph.
|
|
|
|
The problem was that the particle system modifier was reading ob->derivedDeform
during modifier stack evaluation. Due to the mesh -> DM conversion this was no
longer set leading to wrong results.
In fact we don't really need the deformed mesh, just the original mesh topology
for face/poly index remapping. So the solution is to use that instead.
|
|
|
|
Differential Revision: https://developer.blender.org/D3438
|
|
This fix applying the following modifiers:
* Boolean (working already)
* Array
* Mesh Deform
* Surface Deform
* Vertex Weight Proximity
This function was to return evaluated mesh. So it should get the evaluated
object at all times. So in this case it makes more sense to simply pass the
depsgraph (or in this case the ModifierEvalContext that contains both the
depsgraph and the flag.
Solution discussed with Bastien Montagne.
|
|
Follow up for 9406a1f19570.
|
|
|
|
|
|
Note that some modifiers-related code in BKE still uses that...
|
|
Texture animation seems to be broken anyway currently, but at leat
modifier side it should now be OK.
|
|
The modifier is still quite slow; this could be due to caches being written
to a CoW datablock instead of the original one. More investigation is
needed.
|
|
|