Age | Commit message (Collapse) | Author |
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Avoid the conversion for the hook modifier as riggers
may need to enable this modifier in edit-mode.
The speedup of the modifier alone is significant since the hook
operation is simple compared to conversion that took over 99.9%
of the time in my tests, however the overall speedup was around to 1.6x.
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Lattice, armature & curve only worked when an edit-mesh was passed in,
the mesh argument was being ignored.
Regression in 9f5833798caf9
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Missing temp `BKE_mesh_wrapper_ensure_mdata` hack for the Hook
modifier...
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smooth modifier.
Very dummy mistake in modifier code would generate invalid number
(divisions by zero)...
Should also be ported to 2.83.
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Need to properly initialize the affect_type field.
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High quality emitters need to maintain state themselves. For example,
this it needs to remember when it spawned the last particle.
This is especially important when the birth rate is changing over time.
Otherwise, there will be very visible artifacts.
It is quite likely that other components of the simulation need their own
state as well. Therefore, I refactored the `SimulationState` type a bit,
to make it more extensible. Instead of using hardcoded type numbers, a
string is used to identify the state type. Also, instead of having switch
statements in many places, there is a new `SimulationStateType` that
encapsulates information about how a specific state is created/freed/copied/...
I removed the integration with the point cache for now, because it was
not used anyway in it's current state.
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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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Adjusting the layout for this modifier is the final part of the modifier UI
project for 2.90. This layout exposes the most important information,
the levels and subdivision controls, by default, putting other contols
in collapsed subpanels.
Note that there is empty space for the "Delete Lower" button
that is still planned for 2.90. And there will also eventually be more
items added to the "Shape" panel, maybe for 2.90.
Differential Revision: https://developer.blender.org/D8187
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This adds a basic internal emitter for every particle simulation.
The emitter cannot be controlled by the user yet. That will
come next.
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`CD_LOCATION` was only used temporarily due to the lack
of a better alternative. This also removes the name from
`CD_LOCATION` again, because at most one layer of this
type should exist.
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This reverts commit 98b1a716d65f187a2499eba2475e4d456f8ed107.
That commit broke a few modifiers.py tests
(Screw+Weld and a weld merge threshold).
And some pairs may be lost in the first loop.
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The original code to rearrange the weld vertices map was confusing.
It traverses the overlap result multiple times within a loop.
This part of the code has therefore been rethought, simplified and commented.
This also results in a slight improvement in the performance of the modifier.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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Every Particle Simulation node has a name (or a path when it is in a node group).
This name has to be used in the Simulation modifier on a point cloud to see
the particles.
Caching has been disabled for now, because it was holding back development
a bit. To reset the simulation, go back to frame 1.
Currently, there is no way to influence the simulation. There are just some
randomly moving points. Changing that is the next step.
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This can be useful to save the result of a cloth simulation as a
shape key without destroying the simulation, so it's possible to
e.g. re-run it to get other shapes, or simply use the new shape
key to start the simulation already in a draped state.
It also makes sense to allow applying as shape key even when the
mesh is shared, because the operation itself just adds a shape
key. To support this, split the apply operator into Apply and
Apply As Shapekey so that they can have different poll callbacks.
Differential Revision: https://developer.blender.org/D8173
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Instead of manually checking the pinned object, use the existing
ED_object_active_context function. This requires adding const
to the context in that function.
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The ocean modifier has two properties that use a [0, 10] hard min and
hard max. The values act as factors though, so it makes more sense to
use sliders and a 0 to 1 range.
This commit also bumps the file subversion to avoid repeatedly applying
the change to the properties' range.
Differential Revision: https://developer.blender.org/D8186
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Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
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The eigenvectors in the ocean modifier (plus and minus) can be useful,
but are not exposed. Assuming the particle system was capable, the
eigenvectors could be used to drive spray emission velocities.
This exposes the controls to allow a map to be generated from these
eigenvectors. Currently, the values are mapped into a 0-255 range
similar to foam.
Differential Revision: https://developer.blender.org/D7182
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These changes are smaller, made based on feedback and a pass on all
the layouts for clarity and consistency. The Multires modifier UI will
be addressed in a separate patch. Here is an overview of the changes:
Renaming Options:
- Build: "Start" -> "Start Frame"
- Curve: "From Radius" -> "Size from Radius"
- Screw: "Calc Order" -> "Calculate Order"
- Displace, Warp, Wave: "Texture Coordinates Object" -> "Object"
Move Mode Toggle to Top & Expand:
- Bevel, Boolean, Normal Edit, Subdivision
Use Columns for Tighter Spacing:
- Displace, Explode, Ocean, Particle Instance, Remesh, Shrinkwrap,
Solidify, Warp, Weighted Normal, Wave
Misc:
- Bevel: Set inactive properties for vertex bevel
- Mesh Sequence Cache: Remove box for cache file
- Skin: Don't align "Mark Loose" and "Clear Loose"
- Array: Expand relative offset subpanel by default
- Array: Move start cap, end cap to a new subpanel
- Bevel: Move width type above width
Differential Revision: https://developer.blender.org/D8115
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We can't specify the "apply_as" enum value, even though it's the default.
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The reports should only show when using shortcuts.
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The shortcuts act on the modifier with its panel under the mouse.
The following shortcuts are enabled by default:
- Remove modifier: X, Delete
- Apply modifier: Ctrl A
- Duplicate modifier: Shift D
More shortcuts can be added in the keymap.
Each panel can now store a custom data RNA pointer, and a new
function is added to get the custom data for the panel under the
cursor. This custom data could be used to refactor the "List Panel
System" to generalize it and integrate it further with RNA.
The same functionality will be added in further commits where it
applies to constraints, grease pencil modifiers, and effects.
Differential Revision: https://developer.blender.org/D8031
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This button was meant to be "Use Transform"
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Thanks to J. Fran Matheu for pointing this out.
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Also fixed an issue with a decorator in the same subpanel
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The displace modifier's uv_layer property should be a pointer in the new
UI like the other modifiers use.
Differential Revision: https://developer.blender.org/D7990
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This will allow the easier addition of a constant radius mode in the
future and some changes in the UI to mirror the recent similar change
from "Only Vertices" to the "Affect" enum.
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Broken in recent refactor of modifiers UI code...
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This mode is like Percent, but measures absolute distance along
adjacent edges instead of a percentage.
So, for example, if you use this mode with 2 segments and profile=1,
you will see the length that the bevel moves along unbeveled edges
between beveled ones will match the value specified.
Many users seem to expect this behavior, even though it means the
bevel width is uneven, so this option is for them.
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This makes a few changes to the modifier panel header:
1. Adds "move to top" and "move to bottom" buttons.
2. Adds a checkmark icon for "apply"
3. Makes it narrower, the text is closer to the dropdown icon.
(Requires the change in ui_block_func_POPUP)
Differential Revision: https://developer.blender.org/D8040
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This includes a few improvments:
1. Always expose delete. This is the button everyone wants the most,
it makes a lot of sense to expose this.
2. Improve "name hiding capability." Basically always align the mode
buttons to the right, and count their number to see if the name fits.
3. Aligns more items, to look better, save space, and make the whole
header seem more grouped.
4. In my tests the "switch contexts" button never coincides with the
delete button, so they share the same space.
Differential Revision: https://developer.blender.org/D8037
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