Age | Commit message (Collapse) | Author |
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Add flag for modifiers that support lattice
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Those cases requires not only geometry component, but also a transform one
to be ready before evaluation can start.
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Values set but not used
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This prevents twisted quads from self-intersecting.
This change makes the duplicate surface match the first vertex in the face,
so the diagonal indices match in the face copy.
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Dynapaint's `foreachIDLink` was mnot handling effector_weights->group pointer...
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Kinda stupid, but that eModifierTypeFlag_AcceptsCVs could really use a comment alongside
its definition!
Safe to be backported to 2.77.
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D1839 from @Orgold
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needs winding flipping in this case.
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BKE_main_id_tag_/BKE_main_id_flag_ were horrible naming now that we split those
into flags (for presistent one) and tags (for runtime ones).
Got rid of previous 'tag_' functions behavior (those who were dedicated shortcuts
to set/clear LIB_TAG_DOIT), so now '_tag_' functions affect tags, and '_flag_'
functions affect flags.
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Edit-mode boolean is still available
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leading to corrupted geometry.
That was the main issue (in both T46455 and T46690), solved by 'flattening' those chains (v1 -> v2 ->v3 etc.)
before calling `CDDM_merge_verts()`.
Also added note to `CDDM_merge_verts()` that it does not support chained mapping, along with
a basic assert that should catch most of those cases in future.
The logic of 'following mapping' was also rather broken, making a special case here when using
object-controlled offset is very weak. Further more, blindly following mapping in this case
was far from ideal, this could end to merging vertices rather far from each other.
To address this issue, we now always follow mapping, but only as long as 'final' vertex remains
close enough from mapped one.
Finally, the search of 'closest' vertex to merge with was also quite bad, would just pick the first
one matching distance limit, instead of using the actual closest one - could lead to rather ugly
geometry deformations in case one would use not-so-small merge threashold!
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Based on usages so far:
- Split callback worker func in two, 'basic' and 'extended' versions. The former goes back
to the simplest verion, while the later keeps the 'userdata_chunk', and gets the thread_id too.
- Add use_threading to simple BLI_task_parallel_range(), turns out we need this pretty much systematically,
and allows to get rid of most usages of BLI_task_parallel_range_ex().
- Now BLI_task_parallel_range() expects 'basic' version of callback, while BLI_task_parallel_range_ex()
expectes 'extended' version of the callback.
All in all, this should make common usage of BLI_task_parallel_range simpler (less verbose), and add
access to advanced callback to thread id, which is mandatory in some (future) cases.
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As in the title. In the smoke version, there was also an extra
'for_render' parameter that wasn't used, and wasn't used by the callers
either, so it was removed altogether.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1718
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in recent particle edit fix).
*sigh* hope we fix some day that recursion issue that makes it such a PITA to generate DM of other targets from DM stack...
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Own regression in c61e4f2
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location.
It also fixes another issue (crash) related to symmetric editing.
Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...
This patch mostly fixes particle editing mode:
- Adding/removing particles when using generative modifiers (like subsurf) should now work.
- Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
- X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
- All this in both 'modes' (with or without using modifier stack for particles).
Tech side:
- Store a deformed-only DM in particle modifier data.
- Rename existing DM to make it clear it's a final one.
- Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
- Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
from an final DM tessface index).
Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).
Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.
Reviewers: psy-fi
Subscribers: dfelinto, eyecandy
Maniphest Tasks: T47038
Differential Revision: https://developer.blender.org/D1685
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While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
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use threading or not, instead of threshold.
From recent experience, turns out we often do want to use something else than basic
range of parallelized forloop as control parameter over threads usage, so now BLI func
only takes a boolean, and caller defines best check for its own case.
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This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
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Usual 10%-15% speedup. Note that here OMP was rather erratic, with typical
timing about 10% slower than BLI_task, but having some 'burnouts' (~10% of times)
were it would be over ten times slower than usual... BLI_task looks much more stable.
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Reasons:
- Only parallelized piece of code gives little local speedup (code block only about 25% quicker even on 1M polys cube).
- No gain nor loss using new BLI_task system.
- At 10% of build, parallelized piece of code is only about 5% of total func runtime (run-time explodes as build proportion increases).
See no point in adding (in utmost best optimistic case, in real use-case, when depsgraph will likely already fire several evaluations in parallel,
speedup would be even smaller) 1% speedup here at the cost of threading complexity...
Note that since later code uses hashes, I don't think it's easy to thread it, so think we can leave with it for now.
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Binding code was re-building its own DM for the cage, now it uses given one instead.
I cannot see really any good reason not to use 'visual' modified cage for binding process,
using base mesh instead was breaking any 'advanced' binding as described in the report.
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This uses a bmesh-intersection, BLI_kdtree and watertight intersections to perform boolean operations.
For now keep both BMesh and Carve booleans usable at once for testing & bug reports,
however we plan to phase out Carve by next release.
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Differential Revision: https://developer.blender.org/D1662
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Would be true in most cases (and in particular with own generated geometry),
but in case one would be using original geometry this could have crashed badly.
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Note that I tried to parallelize the loops porting result of the simulation to the
DM data itself, but that ended up being 20% slower than non-threaded code!
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Compared to previous revision, this gives 20% speedup on the whole modifier evaluation!
Wondering a bit how improvement can be so impressive here, would have expected very
small increases given how simple is the code here... Maybe it's the fact we get rid
of many additional OMP threads (tests are done with ten Ocean mod evaluated in parallel)?
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Also gives about 5-6% speedup...
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This mimics OpenMP's 'firstprivate' feature. It is sometimes handy to have some persistent local data during a whole chunk.
Reviewers: sergey
Reviewed By: sergey
Subscribers: campbellbarton
Differential Revision: https://developer.blender.org/D1635
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Previously two laplacian smooth or deform modifiers executing
simultaneously could crash.
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