Age | Commit message (Collapse) | Author |
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The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
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culling was on)
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predictable/responsive
The old method:
The "old" method used the node dimensions to get a number of lines and checked if they intersect with the node link. Issue with this is that only a small part of the actual node surface is checked, making the method a bit unpredictable or unresponsive.
The new method:
The new method checks for intersections within the entire node surface. If multiple links are intersected, the node with the smallest distance from the *upper left corner* to the link is chosen.
Reviewed by @campbellbarton (tm)
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These arrays aren't especially big or likely to fail.
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Use polygons for calculation
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Should be useful for debugging cases when enabling the option doesn't
cause any performance improvements.
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This could cause problems since they could be any int,
then passed directly to internal functions that assume bools.
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This actually requires some bigger work to make it fully supported but
for now at least avoid breaking shading with OpenSundiv option disabled.
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Patch by Tilman Blumhagen, thanks!
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Use OpenGL 3.2 extension ARB_draw_elements_base_vertex, which allows us
to add offset in index buffer indices automatically. This should reduce
the number of draw calls significantly.
We may have some errors on the Mac with VBO setting off.
OSX OpenGL extensions don't play well with vertex arrays.
Will test that more later.
We might also use a full element buffer here, like we do when hiding
some quads, but this approach keeps the memory savings intended
originally.
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The idea of this commit is to make it so we can enable OpenSubdiv by default
for the release builds but keep it limited to the viewport only for a specific
meshes. This is a temporary solution for until all the needed features are
supported on the OpenSubdiv side.
Flag itself is done as a dedicated field in modifier DNA so we can easily
remove it in the future without ending up with some temporary flag hanging
around forever.
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Was overdrawing the buffer, in case of fast drawing just use one
draw call. Should also make performance quite smoother.
Note:
Just discovered we are doing one draw call - per grid - in multires
apparently to keep reusing the same element buffer.
This is horribly, dreadfully slow and will check about fixing it later.
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The issue was caused by CCG code being confused by number of geometry returned
by utility functions in the case of the skipped grids.
Made it so that code is always only working with CCG data and handled drawing
code in a bit special way now.
This solves such crashes as i.e. snapping.
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Cases like using subsurfed object as a boolean operand can't be evaluated
on GPU and needs to have all the CCG on CPU.
This commit resolves existing configuration to survive, but new configurations
would need to have some sort of forced object update so all the data is being
moved on CPU if it was previously on GPU.
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This case is now supposed to be supported by OpenSubdiv.
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Was own mistake in the last minute fixes, now matcaps should
work just fine.
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This is just updating code from our side, actual evaluation is still
disabled because it doesn't support face farying data evaluation.
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buffer objects again
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Use for mathutils.bvhtree
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Detect when there are < 3 corners & automatically calculating the span isn't useful.
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Wasn't applied relative to the active vertex.
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Crash was caused by missing field in NodeShaderTexPointDensity.
Committed with @dingto blessings.
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Was intended to be disabled in rBa3b86611a8182, but disabled 3D View FPS drawing instead of VSE drawing. Triple checked but 3D View doesn't draw FPS now, so everything seems fine now.
Note: To recreate this you had to play animation once before scrubbing.
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After scrubbing, Blender kept thinking an animation is played (see animation "Play" button), even after mouse release. This resulted in a couple of crashes, e.g. by pressing Alt+a and then Esc.
(Also minor cleanup)
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Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
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Needed for node insert offset (Auto-offset in UI), but kept separate so people notice it without having to check insert offset commit (not for commit ratio of course ;) )
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Previously you had to pass operator which in some cases might not be available or hard to get.
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With multiple branches it was possible the search could run for a long time,
especially when there was no possible path to the target.
Now use a heap to keep track of the best path and finish immediately once its reached.
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For overlapping vertices, a matrix for the operation can't be calculated.
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In these cases we're only checking the mesh has faces.
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Two issues here, normal update was not happening due to own sillyness in
viewport refactor, also normal update code still used triangles.
Now reused Campbell's poly normal recalculation code.
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Wasn't working correctly since using MLoopTri,
this is improved over 2.75 which only handled tris & quads.
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