Age | Commit message (Collapse) | Author |
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Simplify it a bit, hopefully make it clearer, better var names, use
proper types for arrays of vectors, etc.
No behavioral change expected (except for corner-case of vertices being
used by more than 255 edges, which were sort of 'clamped' to those 255
first edges for the smoothed position computation previously, now we use
proper integer, which fixes that bug).
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Previously the cache for the modifier would not be invalidated if
modifier settings were changed with drivers or keyframes.
Now we compare the current setting with the ones used to generate the
cache and invalidate the cache if they differ.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D5694
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Modifier stack evaluation would copy mesh settings other than mesh topology
automatically, outside of the individual modifier evaluation. This leads to hard
to understand code, and makes it unclear which settings are available in following
modifiers, and which only after the entire stack is evaluated.
Now every modifier is responsible to ensure the mesh it outputs preserves materials,
texture space and other settings, or alters them as needed.
Fixes T64739: incorrect texture space for various modifiers
Differential Revision: https://developer.blender.org/D5808
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This happens to be a non-behavioral change, but previous code here was
*very* confusing, and only ended up generating expected results by mere
chance (since `facepa[i]` == `totpart` in case the face has no (valid)
particle, i.e. `pa == NULL`)...
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Systematically reset particle pointer to NULL and use it to detect
invalid particle case, instead of checking value of the face's
particle index everywhere in a confusing and prone-to-bug way
(see T70150 and previous commit).
No behavioral change expected here.
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There’s be a lot to say about that explode modifier code, for now just
follow other places in code... But the handling of 'invalid'/'unkown'
particle case is... quiet confusing to say the least.
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space issues"
This reverts commit e7a514369fe700dcc5a1fe433c8f709ed9595ded, it introduces
a bug in selection in edit mode.
Fixes T70103: can't select extruded Vertex
Ref T64739
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Currently unused but the intention is to use this to hook up these
modifiers to a generic deformed PBVH to make it easier to sculpt or
paint on a subdivided mesh.
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Modifier stack evaluation would copy mesh settings other than mesh topology
automatically, outside of the individual modifier evaluation. This leads to hard
to understand code, and makes it unclear which settings are available in following
modifiers, and which only after the entire stack is evaluated.
Now every modifier is responsible to ensure the mesh it outputs preserves materials,
texture space and other settings, or alters them as needed.
Fixes T64739: incorrect texture space for various modifiers
Differential Revision: https://developer.blender.org/D5808
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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This is a continuation of rB39f005eae8eed8b939579aff8c9a05a4f50e5e38
Now all the fields where we check for object type in RNA (like
rna_Curve_object_poll) will have a safe guard for when this isn't the
case. For example when loading files that has missing object libraries
and all missing objects are replaced with empties (placeholders).
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D5425
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This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
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This fixes the glitching hairs described in T56408, T63534, and possibly
also T63534.
The fix consists of returning the original mesh (i.e. as visible in edit
mode) when constructing the ORCO mesh. This allows a static set of
coordinates to be used when computing the child hair positions.
The original mesh is only returned when it has the same topology (at
least same number of vertices, loops, and polys. It's up the author of
the Alembic file to ensure stable geometry when it's desired to be
compatible with Blender's hair system.
Reviewers: mont29, brecht
Differential Revision: https://developer.blender.org/D5492
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Some statements were split across multiple lines because of their
trailing comments.
In most cases it's clearer to put the comments above.
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In the case where the library is missing, the armature object is
replaced with an empty. This would crash the armature modifier.
Now we check if the armature object really is an armature or not.
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T68035 by @luzpaz
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TLS and Settings can be used by other types of parallel 'for loops', so
removing 'Range' from their names.
No functional changes expected here.
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Vgroup might be also 'invalid' because it is empty (and no other vgroup
with vertices currently exists on that mesh).
Related to T67385.
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I don't know if it was the intended behavior or not, but having brush
and canvas data at the same time with dymanic paint, would lead to the
object trying to act as a brush and a canvas at the same time.
We can't currently handle this with the new depsgraph, and it could
legitimately lead to bad feedback loops.
So now, to be more consistent with the GUI, I've made it only use the
current set type (brush or canvas) as the final type of the object.
That is, you can only have a object be a brush or a canvas, not both at
the same time.
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Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5162
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enabled
was detecting unneccessary dependency cycle
Reviewers: sergey, brecht
Maniphest Tasks: T66267
Differential Revision: https://developer.blender.org/D5160
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This reverts commit 36faf739a71624b6ca10cec7233779f9eeace0bd.
Somewhat annoying but this change had some unforeseen consequences,
which lead to an actual bug.
Since this change was not sufficient to get original report fixed
is easier to simply revert for now.
Fixes T65842: Hair disappears when clicking on particle system name
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Also fixes bug where mesh with multires modifier is invisible in render
while in sculpt mode.
Differential Revision: https://developer.blender.org/D5099
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vertically aligned edge is assigned root
Sometimes when the end caps pointed strait up (z axis) their faces would
become inverted.
It seems like the code tried to rely on a certain vertex order to always
happen. However this edge case did manage to produce an order that would
produce inverted cap faces. So now I introduce a normal check instead
so we can be certain that the face will have the normal direction we
want.
Reviewed By: Jacques Lucke
Differential Revision: http://developer.blender.org/D4138
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Allows it to be preserved during copy-on-write update when on-geometry
related update is needed.
This is a required part for T63537, where we need to preserve the entire
evaluation data when object is tagged for only RECALC_COPY_ON_WRITE.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5023
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