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2020-10-07Fix invert vertex group weight miscalculation for modifiersCody Winchester
Warp & weight vertex-group editing modifiers miscalculated vertex weight inversion, the weights were multiplied before being subtracted from 1. Ref D8241
2020-07-29Fix T79180: Object disappears when scaled, set origin etc after applying ↵Bastien Montagne
smooth modifier. Very dummy mistake in modifier code would generate invalid number (divisions by zero)... Should also be ported to 2.83.
2020-06-02Fix T66967: skin modifier crash scaling skin radius to zeroCampbell Barton
2020-05-19Fix T72729: Mask Modifier Loose Edges Not ShownJeroen Bakker
When using the mask modifier loose edges could be added to the mesh. These edges weren't marked as loose edges and wasn't picked up by other areas of blender. This fix recalculates the loose edges so they have the correct flag `ME_LOOSE_EDGE`. Reviewed By: Sybren Stüvel Differential Revision: https://developer.blender.org/D7766
2020-05-01Cleanup: Solidify modifier: Remove unneccessary error message.Demeter Dzadik
For any modifier, the expected output when the input mesh is empty, is an empty mesh. So this error message was useless, and could spam the console in some usecases of the modifier stack... Reviewed By: weasel, mont29 Differential Revision: https://developer.blender.org/D7571
2020-04-23Array modifier: limit maximum amount of generated geometry.Bastien Montagne
Fixes T75278: Crash when modifier "Array-Fit Curve-Relative Offset" nears zero.
2020-04-20Fix T75885: Mesh deform modifier not updating on own transformsPhilipp Oeser
Added the missing relation. Maniphest Tasks: T75885 Differential Revision: https://developer.blender.org/D7473
2020-04-20Fix T75840: Add check for not generated edgesHenrik Dick
The value of `new_edge` is `SOLIDIFY_EMPTY_TAG=2^32-1` if the edge is not generated. The code from D7334 was missing this check. Reviewed By: mont29 Maniphest Tasks: T75840 Differential Revision: https://developer.blender.org/D7463
2020-04-15Fix mistake from last commit to solidify.Henrik Dick
While review the behaviour was changed accidentally. Now Solidify just crashes everytime. This is the fix for that. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7434
2020-04-15Fix crash whith Simple Solidify and Bevel Convex.Henrik Dick
After recent changes, simple solidify modifier would crash with Fill Rim turned off and Bevel Convex emabled. Also fixes that simple solidify would not set the bevel weight flag so the next modifier could use the bevel weights. Simple cleanup with do_rim is also included. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7428
2020-04-14Add Complex Solidify option for thickness per faceHenrik Dick
Add an option to solidify complex which will make faces which have thickness controlled by vertex weights flat/even, and parallel to their original face. For each face it uses the minimal weight assigned to its vertices to control the thickness. This will help users for example in architecture or basic CAD design by finally making solidify work there at all if altering thickness is needed. Differential Revision: https://developer.blender.org/D7340 Reviewed and minor cleanups by Batien Montagne (@mont29).
2020-04-14Improve Solidify/Bevel Modifier cooperationHenrik Dick
Adds a slider to solidify which allows the user to add bevel weight on the outside or remove bevel weight from the inside. Also includes a very small improvment for working with subsurface modifier where the rim edge in complex solidify will now also have a chance to get a crease if there is only two adjacent edges. Differential Revision: https://developer.blender.org/D7334 Reviewing and minor cleanups: Bastien Montagne (@mont29).
2020-04-13Fix T75032: New complex solidify algorithm handles poorly merging threshold ↵Henrik Dick
of small geometry details. * Implemented the algortihm that would merge vertices to the weighted center between them. * Exposed the merge threshold to the user. The new default tolerance is 0.0001 (versionning code ensures that previous default value remains in use to avoid any change in existing files). Review and minor changes/cleanups from Bastien Montagne (@mont29).
2020-04-11Sanitize and cleanup a bit depsgraph relations building in some modifiers.Bastien Montagne
This commit mainly: * Removes some uneeded dependencies to geometry of other objects (since we only use positions of those objects...). * Ensures `DEG_add_modifier_to_transform_relation` is only called once per modifier (in one case at least it could be called twice). * For modifiers using texture mask, only add dependencies to object used to generate texture coordinates when there is actually a texture set. No behavior change expected from this commit...
2020-04-11Factorize some common modifiers depsgraph relation update code.Bastien Montagne
Add a utility to deal with common 'object or posebone transform' case.
2020-04-10Modifiers: Add Bone option for Texture Mask ObjectCody Winchester
This patch adds the option to use an armature bone in place of an object for texture mask coordinates. This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier. With minor changes from Bastien Montagne (@mont29). Differential Revision: https://developer.blender.org/D7348
2020-04-03fix (unreported): Weld Modifier: possible use of uninitialized variableGermano Cavalcante
2020-04-03Code Quality: Replace for loops with LISTBASE_FOREACHDalai Felinto
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
2020-04-03Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macroDalai Felinto
These headers are not needed right away, but will be in the upcoming commit.
2020-04-02Sculpt: Store explicit value for multires sculpt levelSergey Sharybin
Allows to know what level sculpting has been done after the value has been changed in the MultiresModifierData. No functional changes, just preparing code to have everything needed for propagation undo. Differential Revision: https://developer.blender.org/D7307
2020-04-01Cleanup: clang-formatCampbell Barton
2020-04-01Fix customdata interpolation being done multiple times in Weld ModifierGermano Cavalcante
2020-04-01Fix T74588: Weld Modifier: Vertex colors and UVs get incorrect valuesGermano Cavalcante
2020-03-31Add Voxel Mode to the Remesh modifierPablo Dobarro
This adds the Voxel Mode to the current remesh modifier. It works exactly the same way as the voxel remesh operator and uses the same properties to control the remeshing. We can exand this with more options in the future (fix poles, reprojection...) Reviewed By: brecht Differential Revision: https://developer.blender.org/D7292
2020-03-29Screw Modifier: support 1-2 stepsHenrik Dick
The Screw Modifier had a lower limit for the steps value, which not only was inconsistent between render and viewport steps, but also was capped to 2 in UI and also in the code internally.
2020-03-29Fix warp modifier using pose matrix without object matrix appliedCody Winchester
Error in recent patch D6820
2020-03-29Cleanup: spelling, commentsCampbell Barton
2020-03-29Fix T75156: Cast modifier crash in edit-modeCampbell Barton
Add NULL checks to other deform modifiers too.
2020-03-27Surface Deform modifier: add vertex group and strength control.Cody Winchester
This commit aims to add functionality to the surface deform modifier that gives more control and allows it to work better with the modifier stack. * Maintains compatibility with older files. The default settings keep it so that the whole object is bound and vertex coordinates get overwritten as the modifier currently does. * Turns the deformations from an absolute vertex coordinate overwrite into an additive offset from the vertex location before the modifier to the resulting bound deformation. This gives the ability to control the strength of the deformation and mix the deformation of the modifier with the modifier stack that comes before it. * Also adds in a vertex group with the invert option. This is applied after the bind deformation is added. So the whole object is still bound to target, and the vertex group filters afterwards what parts get affected. I experimented with a version to only binds the geometry weighted to the vertex group, but that would break compatibility with old files. I may bring it in later as a separate option/mode for the surface deform. With several fixes from @mont29. Reviewed By: mont29 Differencial Revision: https://developer.blender.org/D6894
2020-03-27Solidify modifier: add option to assign shell & rim geometry to selected ↵Cody Winchester
vertex groups. This commit gives the solidify modifier the ability to assign the newly created shell and rim geometries to selected vertex groups. This expands the procedural control over the modifier stack by letting users apply modifiers to the shell geometry without affecting the original geometry. This will be especially helpful for NPR users that use solidify to create backface culling lines on their characters giving them the ability to add displace noise and other effects. Differential Revision: https://developer.blender.org/D6903
2020-03-27Warp modifier: add bone from and bone to options when using armature objectsCody Winchester
This commit adds the option to use armature bones for the From and To targets when using armature objects. The changes are based on the UV Warp modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6820
2020-03-26Fix T67888: Incorrect Wireframe After Applying SubSurf/MultiResJeroen Bakker
Show control edges stores the control edges in the mesh which is picked up by the draw manager. When applyng a subsurf (or multires) we don't want that data present in the base mesh. Any rebuilding of the mesh would overwrite the data anyway. This patch introduces a new flag for applying modifiers that can be checked to ignore storing display specific data in the base mesh. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D7163
2020-03-26Subsurf: Enable Optimal Display by defaultSergey Sharybin
Affects both Subdivision Surface and Multires modifiers.
2020-03-24Add invert mapping option to proximity weight edit modifier, and some cleanup.Bastien Montagne
2020-03-24Modifiers: Vertex Weight Edit add invert curve falloff optionCody Winchester
This commit adds the option to invert the resulting weights of the falloff curve. There is a workflow used by some to convert a texture mask into vertex weights by using a custom curve and inverting the points. This allows the same effect with a single click, and gives the modifier more procedural functionality. With minor UI tweaks by @mont29. Differential Revision: https://developer.blender.org/D6899
2020-03-24Cleanup: use switch statement instead of if/else on enum value...Bastien Montagne
2020-03-24Fix T64573: RNA_path_from_ID_to_property fails for pointcachesPhilipp Oeser
Give pointcaches a proper path function which e.g. also resolves ALT+click (assign to all selected) not working for anything relating to pointcaches. This also cleans up the usage of the 'eModifierTypeFlag_UsesPointCache' flag (removed from the boolean modifier, added to the softbody modifier). Maniphest Tasks: T64573 Differential Revision: https://developer.blender.org/D7115
2020-03-24Fix solidify complex degenerate cases with duplicate facesHenrik Dick
The removal of duplicate faces that are created during the handling of degenerate cases was implemented already but didn't work. This patch should fix some crashes with the solidify complex mode related to that. See D7221 for details.
2020-03-24Cleanup: clang-formatCampbell Barton
2020-03-23Change solidify's material offset in complex mode to conform with simple modeHenrik Dick
this patch will change the behaviour of the material offset in complex mode to fit simple mode output. Previously in complex mode this would offset the material of the enire shell, because when you read the tooltip it says material for new generated geometry. In complex mode everything is new generated geometry though. In simple mode on the other hand, this would give you a way to only change the inside faces material. There may be cases in large modifier stacks where material offset like it is implemented currently in complex mode may be useful, but it is much more useful in the way it is implemented by simple mode. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7215
2020-03-23Fix T74195: Solidify Complex Dissolve Crash.Henrik Dick
I also added a few more comments to the code as I gone along. Maniphest Tasks: T74195 Differential Revision: https://developer.blender.org/D7214
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-18Cleanup: 64 bit file IO on windows.Ray Molenkamp
Unlike Linux where fseek/tell will be either 32 or 64 bit depending on the target platform, it will always be 32 bit on windows. We had some macro magic in BLI_winstuff.h that substituted them for 64 bit versions, but that is upsetting the system headers if they get included after BLI_winstuff.h which is problematic for D6811. This diff adds proper functions in blenlib and updates all calls that were using the BLI_winstuff.h header to gain 64 bit file IO. note: Anything that was using the 32 bit versions (ie not including BLI_winstuff.h) will still be using the 32 bit versions, which is perhaps a good code quality Friday project. Differential Revision: https://developer.blender.org/D7160 Reviewers: brecht dfelinto
2020-03-18Modifier: skip calling MOD_deform_mesh_eval_getCampbell Barton
This is only needed in certain cases. When testing performance improvements to the modifier stack it's useful to bypass this function.
2020-03-17Cleanup: use more descriptive variable name for the data-maskCampbell Barton
Make it explicit this data mask is added to the default mask.
2020-03-13Multires: Increase default quality to 4Sergey Sharybin
Makes it work better "out of the box" for irregular topology like Suzanne mesh. There might be some performance impact on non-regular meshes, but those are not very common usecase for multires and for those its always possible to lower the quality if needed.
2020-03-13DeformMod: Performance by reusing buffersJeroen Bakker
The Deform modifiers was reallocating buffers that only fit the vertices of the inner loop. This patch first counts the maximum needed buffer and allocates one. When using the daily dweebs animation file the playback performance went from 0.66 fps to 0.93 fps. Reviewed By: sybren Differential Revision: https://developer.blender.org/D7132
2020-03-12Fix T71961: Soft body behavior is incorrect when CTRL + F12 animation is ↵Sebastian Parborg
rendered. The softbody modifier was missing the transform depsgraph relation and thus the object matrix would not get updated during animation render.
2020-03-12Ocean: add new spectra modes to the ocean modifierPhil Stopford
This extends the ocean modifier to add new spectra (Pierson-Moskowitz, Jonswap, TMA). These models are very different to the Phillips spectrum. They are intended for more established, large area, oceans and/or shallow water situations.
2020-03-12Cleanup: spelling, clang-formatCampbell Barton