Age | Commit message (Collapse) | Author |
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Now clicking a cached dupli instance also selects the duplicator object
as expected.
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This feature is mostly useful for the "view selected" operator. It is
also used in the "set origin to geometry" operator, but since the
cache overrides the object geometry anyway the effect may not be what
users expect (which is acceptable).
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It has been reverted because it was affecting obstacle avoidance
(T44041).
This fix should be backported to 2.74
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- Correct logic converting radius to view distance.
- Wasn't taking view-zoom into account converting lens to angle.
- Support framing the selection in the camera bounds (for camera locked views).
Add ED_view3d_radius_to_dist to handles these details.
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accident
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ED_armature_deselect_all now simply de-selects
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This means we don't bluntly store all the data in a group, but use the
selection from the cache library. It also helps to avoid issues with
object visibility which is not yet stored in the cache.
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Quite a few things wrong here:
* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
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Is was possible that interface will be refreshed at thesame time
as render engine will start freeing render parts.
Not sure if we can get away without RW mutex here, seems we need
one way of synchronization or another..
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- new bone is now made active
- previous selection cleared
- bone direction places the tip on the active bone (if available)
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Now mask animation is offset to start of strip, instead of staying at frame 1!
Warning: this may break existing files, in case some would be using (hacking around!)
current bad behavior...
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overriden data that is owned by the cache.
This is not at all nice ... Hopefully it doesn't get too complicated to
work around all these drawing code and depsgraph issues, so the code
can be understood and replaced at some point in the future.
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can be freed at any point.
Luckily we only need the boundbox locally for testing dupli visibility.
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later duplis can not be found in the cache.
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Now the derived_render mesh version is created locally when writing
render results.
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Added an utility function which performs vertex split based on the loop
normal so now backing API matches to what's happening in Cycles and BI
in terms of autosplit.
Reviewers: dfelinto, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1174
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It was unleashed with recent ghash commit and issue seems to
be the same as fixed in 69065b5b.
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Noticeable when pin is enabled.
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Caches now create 2 new roots below the main 'top' object of Alembic:
root and root_render for realtime and render data respectively.
This makes it easy to switch the whole archive to either of the modes
during baking and for constructing dupli caches.
Alternatively individual objects could store hires versions of their
data. This would also be more efficient if the cache contains many
simple objects which don't have 2 different variants. However, such
design decisions are difficult to make at this point and the
implementation can be modifier later.
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specify the x axis.
New 'strip' snapping was simply not computed in case of constrained transform, hence init
'0' value was used as frame offset in this case.
This commit reorganizes a bit that snapping, to keep it more 'confined' into `snapSequenceBounds()`
dedicated function. It still needs a minor hack (setting snapping mode to something else than
defualt `SCE_SNAP_MODE_INCREMENT`, to avoid this snapping to be called by contraint code).
Thanks to Antony for review and enhancements.
This fix should be backported to 2.74.
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first stage.
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was used because of UI memory access only.
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This is the default now. It should make workflow a lot more foolproof
and convenient, since having only one of these modes active at a time
very easily leads to broken renders and confusing situations.
The problem is mostly due to the complicated way the depsgraph layer
feature is used to handle duplicator visibility. The duplicator is
declared as a child of its group's objects (even though no real
dependency exists!), so that a visible duplicator triggers updates of
invisible group objects, making instances of hidden groups possible.
However, dupli caches have to disable this dependency in order to avoid
unnecessary costly updates in hidden layers which are overridden by
cached data anyway. At the point where these dependencies are created
the evaluation context is unknown though, which means we cannot
distinguish between render and realtime evaluation for the purpose of
cache reading ...
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entirely.
Also the code is much better structured now, moving toward a more
standardized sample/schema class definition.
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utils to API.
This patch is the root of the GHash rework, all other diff will be based on it:
Reduce average load from 3.0 to 0.75
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This is the big performance booster part, e.g. makes tracing a dyntopo stroke between 25% and 30% faster.
Not much to say about it, aside that it obviously increase memory footprint (about 25% - 30% too).
Add optional shrinking
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I.e. ghashes/gsets can now shrink their buckets array when you remove enough entries. This remains optional and OFF by default.
Add code to use masking instead of modulo
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Buckets indices are obtained from hashes by “reducing” the hash value into the valid bucket range. This can be done either by bit-masking, or using modulo operation.
The former is quicker, but requires real hashes, while the later is slower (average 10% impact on ghash operations) but can also be used as a 'fake' hashing on raw values, like e.g. indices.
In Blender currently not all ghash usages actually hash their keys, so we stick to modulo for now (masking is ifdef’ed out), we may however investigate the benefits of switching to masking with systematic very basic hashing later…
Add various missing API helpers
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I.e. a way to deep-copy a ghash/gset, and a way to (re-)reserve entries (i.e. manually grow or shrink the ghash after its creation).
Various code refactoring
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* Get rid of the 'hack' regarding ghash size when used as gset (it’s simpler and safer to have two structs defined here, and cast pointers as needed).
* Various re-shuffle and factorization in low-level internal code.
* Some work on hashing helpers, introducing some murmur2a-based hashing too.
Thanks a bunch to Campbell for the extensive review work. :)
Reviewers: sergey, campbellbarton
Subscribers: psy-fi, lukastoenne
Projects: #bf_blender
Maniphest Tasks: T43766
Differential Revision: https://developer.blender.org/D1178
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Traverse down connected child bones (when available)
Also remove redundant bone loops.
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A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.
People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.
Technical details:
This uses geometry shaders + instancing and is an adaptation of
techniques gathered from
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-
http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt
TODOs:
* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
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Duplicating part of a chain could have invalid 'connected' flag.
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General idea is to avoid actual calculation from property update()
callback and tag things for update later instead.
That said, pose constraint flags are now tagged for update and
handled as a part of object update. In the new depsgraph it'll
be a nice dedicated operation node.
Also avoid updating disabled flags for all the modifiers. This
part of the path is not totally optimal since it'll still need
to iterate over bones in order to get pchan, but to optimize it
further would be nice to find a way to avoid pchan requirement
all together.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1191
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potentially different ordering.
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