Age | Commit message (Collapse) | Author |
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editmesh debug info,
- overhang (with axis angle options)
- wall thickness (with min/max distance)
- self-intersections.
access below 'Mesh Display' panel.
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given a segment, finds finds an intersecting faces from the first point to the second, needed for checking self intersections (not used yet).
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- remove unused members from BMBVHTree
- move per-raycast vars from BMBVHTree into per-callback structs (weren't threadsafe).
- simplify BKE_bmbvh_find_vert_closest().
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isect_ray_tri_v3(), rename tree -> bmtree for BMBVHTree.
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tweaks to UI scripts.
also restrict freestyle hack to WITH_FREESTYLE define.
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Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
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Negative sampling does not make any sense and leads to crash.
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stroke. The reason is that we use a different sampling function.
Reported by Michalis Zissiou, thanks!
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then the face normal. also remove redundant NULL checks.
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next to the overlay alpha.
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hash doesn't make much sense since in most cases all vertices are accessed and the hash isn't guaranteed to be small.
gives ~9x speedup to filling 'cagecos' in my own tests on a high poly mesh.
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thanks!
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float/double warnings.
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Was giving structure re-declaration error,
made it one typedef and struct declaration only.
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MATHUTILS_TOT_CB and reduce float->double conversions.
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Extra long straight lines showed up randomly due to the use of an uninitialized
variable as a line length parameter.
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BKE_editmesh_bvh.h
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intended to be here and probably was left over from some earlier code, as
resetting the configuration on render would lead to data loss.
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were not properly interpolated.
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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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Code is added to restrict the pixel size of strands in cycles. It works best with ribbon primitives and a preset for these is included. It uses distance dependent expansion of the strands and then stochastic strand removal to give a fading. To prevent a slowdown for triangle mesh objects in the BVH an extra visibility flag has been added. It is also only applied for camera rays.
The strand width settings are also changed, so that the particle size is not included in the width calculation. Instead there is a separate particle system parameter for width scaling.
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active image texture node in the material, now this is removed and the image in
the image editor is decoupled and not changed upon entering edit mode.
This system caused more confusion then it's worth, changing or removing textures
would modify the material but users would often not be aware of this.
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was issue in new freestyle code.
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Fixes an issue when adding several movie strips fails
second time in sequencer.
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by 1 pixel.
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Skip premultiplication/de-premultiplication when acquiring display
buffer for a byte image. Will make conversion a bit faster also :)
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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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previously always executed with default options (appart from the search-set enum, of course). Now we store the op's properties in search button, so that you can specify non-default options (as it was already possible with e.g. pop-up menu from an operator's enum prop).
To achieve this, some code (callbacks and search button creation) was moved from wm_operators.c to interface/interface.c, and a new UI function was added, uiDefSearchButO_ptr.
Note: This new code uses the fact that uiButHandleFunc callbacks get executed before operator when one of its arg is the button itself!
Many thanks to Campbell who helped me a lot with this patch!
Cleanup: also removed two unused pointers from uiBut struct.
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It has much better rotation and avoids the compression effect that old
twist brushes have. Also twisting is now non periodic, meaning you can
twist beyond 180 degrees. The amount of twist is also calculated
relative to the angle formed after first translating the mouse away from
the brush center.
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Made it so where_on_path works correct when Curve does
have editNurbs but no Curve->nurbs.
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also remove old/invalid comment.
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readfile.c. This is unnecessary as the update flag will be checked internally in ntreeUpdateTree anyway, except for the generic bNodeTreeType->update callback (it could even be harmful by preventing necessary updates that don't use the ntree->update flag). Executing this once after loading a node tree is a useful feature for pynodes, so they can do initial verification.
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done/invalid.
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render of objects could slow things down when redrawing the view each time a new
sample is displayed.
Now it does a partial redraw of the viewport with only the render border area,
skipping OpenGL object drawing while the render is refining.
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bug with replicas (added objects) crashing when using shape keys.
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on IRC.
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Reported by Antony Riakiotakis, thanks!
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The latest ffmpeg versions include a workaround to deal with a certain
pecularity in Canon DSLR footage: instead of decoding pictures with the
proper resolution of 1920x1080 they decode it with 1920x1088 and add a
black bar at the bottom.
Needless to say, that this screws up things in a lot of areas within blender
(proxy indices, mask animations etc.)
Since all blender versions besides Linux x86 32bit seem still to include
older ffmpeg versions which still contain this bug, this patch adds
a workaround for older versions until we have all versions on all platforms
up to date.
See also: http://git.libav.org/?p=libav.git;a=commit;h=30f515091c323da59c0f1b533703dedca2f4b95d
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use vector functions.
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are needed.
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