Age | Commit message (Collapse) | Author |
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Caused by my recent normal calculation changes, added dependsOnNormals callback which was missing for ocean modifier (it assumed input normals were set).
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- made precision configurable.
- report a warning when doubles are found since they cause problems.
added Polygon.center attribute to avoid calculating in python.
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faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
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add arguments to calculate normals when converting to bmesh:
BM_mesh_bm_from_me, DM_to_bmesh
This gives some speedup to undo (which didnt need to re-calculate vertex normals), and array modifier which doesnt need to calculate face normals at all
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bone influence
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- solidify didn't define a dependsOnNormals callback (which it should have)
- build wasn't passing on dirty normals.
- decimate wasnt setting dirty normals.
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pass the dirty-normal-state from the input dm to the output.
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but its not needed.
Now add asserts to make sure this layer is only added once the modifier stack has been calculated.
this saves normal layer being calculated whenver vertex normals need updating.
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many modifiers were calculating normals, when those normals were ignored by the next modifier.
now flag normals as dirty and recalculate for modifiers that set use `dependsOnNormals()` callback.
Quick test on mesh with 12 modifiers (mostly build type), calculated normals 6 times, now it only runs once - so this will give some speedup too.
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There were an issues with data structures defined in headers
and being used by both C and C++ on systems with stdbool
unavailable.
This happened because bool in this case will be defined as
unsigned int, which is 4 bytes. But C++'s bool is only 1
byte and this lead to alignment issues.
Now bool is always 1 byte, also made sure there's no situation
like bool foo = BitField & BitFlag, which could give overflow
issues. Use (BitField & BitFlag) != 0 instead.
Fixes #35553: Compositor broken (Backdrop & Preview)
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remove MEM_sys_types.h which was a duplicate.
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arrays.
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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padding but bad practice)
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of threads to the number of cores when the fluid is created. Rather it is now
set to 0 which means "use the number of threads specified for the scene".
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mesh datablock went missing.
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When adding 2 unit length vectors, the length can be used to calculate the angle.
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was renamed fairly recently but other similar iterators not negated
like this, would prefer to keep it as it was
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meshes.
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A previous bugfix disabled the dynamic paint modifier for orco texture
coordinate evaluation of the modifier stack. However the MOD_APPLY_USECACHE
flag is not a good way to check if the modifier is evaluated for orcos.
Instead I've added a MOD_APPLY_ORCO flag. Also removed a bunch of
applyModifierEM callbacks, none of them served a purpose except for the
subsurf modifier.
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Sequence" on Armature-Posed-Mesh
Dynamic Paint was also being calculated during "orco" mesh generation, causing image sequence baking to use orco derived mesh instead. This likely affected vertex type surfaces too in some cases.
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object or modifier.
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guardedalloc).
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The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
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generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.
Also fixes #34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
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this matches closer to convention from existing functions - angle_v3v3() angle_normalized_v3v3().
also added assert to ensure argument given to axis_angle_normalized_to_mat3() is in fact normalized.
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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threadcount to logical threadcount of machine
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* Also fixed some more cases of "more then" -> "more than".
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where possible.
also found unintentionally defined enum/struct variables that where only meant to be defining the type.
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Caused by last commit by me.
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copy geometry_mode parameter
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args.
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there are small details on a larger model.
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This is a quick fix that perhaps overestimates the point
of first geometry collision, but at least for now it should
allow models that used the old modifier and a too-big
bevel amount to not look awful.
The correct solution to this problem is much more involved
and I'll get to it later.
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always used in that context so we can at least avoid reverting it twice
:p.
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