Age | Commit message (Collapse) | Author |
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Transition away from GLU and legacy matrix stack. Using point sprites eliminated the need for most of the matrix math!
Depends on decent support of large aliased points. NVIDIA is good at this, must test limits on AMD & Intel systems.
Still needs proper scaling based on view zoom.
Part of T49042, touches on T49043 and T49450.
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Apparently GL_POINT_SPRITE is important to GL 3.2+ compatibility profile, not just to GL 2.1 as thought.
We'll remove this during the core profile transition.
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Added a built-in shader for points that vary both size and color.
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The `use_snapp_align_rotation` option was using only the first vertex
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Both of these draw round points with jaggy edges, but treat color & size differently.
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And enable point sprites always. Fragment shaders can use gl_PointCoord now.
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At context startup, make sure our assumptions about the OpenGL version are true. Should match since we set up the contexts... but this is what asserts are for, to check "should"s!
Part of T49012
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'camera' Object pointer of TimeMarkers is a 'temp' hack since Durian project...
Would need to be either made definitive now, or removed/reworked/whatever.
But since we intend to use that object pointer for other needs, and current code
could lead to crashing .blend files, for now let's fix that mess (was missing
some bits in read code, and also totally ignored in libquery code).
Should be safe for 2.78a.
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Conflicts:
source/blender/blenloader/intern/writefile.c
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patch P397 by @lichtwert + minor const by @merwin
Notes from drawvertsN function:
this used to be called twice (once for selected/active, once for unselected -- guess: to avoid state switches[color]?)
this used to be called in a loop, too (subcurves), moved the loop here to avoid multiple init stuff
Part of T49043
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patch P388 by @lichtwerk, I tweaked a few things.
Since speaker theme color is opaque we leave blend mode alone.
Part of T49043
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Scene Strip
This change makes it so that when the sequences within a Scene strip are
evaluated, they use the Scene that they come from as the context as opposed
the Scene that the Scene strip is in. This is necessary, for example, in the
case of the MulticamSelector where it needs to reference strips in the original
Scene as opposed to the Scene where the Scene strip is located.
Patch by @Matt (HyperSphere), thanks!
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We now multiply the alpha by the image alpha (as per severin
suggestion).
That still doesn't solve the main question of user preference drawing
black.
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We still have stills with the User Preference window, though.
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Another case of float imprecision leading to endless loop. INcreasing a bit 'noise threashold' seems to work OK.
Not a regression, but might be nice to have in 2.78a.
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Not sure where this comes from, but code was converting BMEdge* to BMVert* to check oflags,
i.e. not accessing correct memory.
Regression, to be backported to 2.78a.
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Special case, so now we can pin tricky cases like animated camera DOF
without requiring to have animation on the object level.
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Regression caused rBbcc863993ad, write code was assuming dw->ob was always valid,
wich is no more the case right after reading file e.g.
Another good example of how bad it is to use 'hidden' dependencies between datablocks. :(
And another fix to be backported to 2.78a. :(((
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Previously the pose library used the WholeCharacter key set, which ignores
selection and add keys for almost all bones in the rig. This is a very
slow operation on complex rigs. With this patch, only selected bones are
keyed, defaulting to keying all bones when none are selected.
Note that this fixes the FIXME previously mentioned in the source.
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Actually two errors here:
* Properties editor wasn't refreshing on (NC_SCENE | ND_RENDER_OPTIONS) notifiers
* Was using notifier info bits wrongly, needs to send two separate notifiers
Decided to remove ND_RENDER_OPTIONS rather than adding properties editor scene context refresh for it, this is more than a render option change.
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"varying" is redundant here, all GS inputs & outputs vary.
Any code that uses this will be GLSL 1.3 or newer.
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If shader compilation fails, or for some other reason the shader is NULL or 0, we need to know.
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Fixed on GL 3.2+, Mac still lays an egg due to the geometry shader.
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Duplicates can happen at UV seams in case of resolution mismatch
or other complications. It's better not to store them in case it
confuses some math later on.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D2261
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1. When adding one pixel border to UV islands prefer grid directions.
This is more logical as it means neighbor pixels will commonly
share a border, opposed to just corners.
2. Don't subtract 0.5 when converting float UVs to int in computing
adjacency across a UV seam. Pixels cover a square with corners
at int positions and adding/subtracting 0.5 is only for dealing
with the center point of a pixel.
3. Use the neighbour_pixel field from the correct pixel, and check
it's not back to the origin point.
4. In the connected UV case, ensure that the returned index actually
refers to a valid active pixel.
This fixes paint spread not traversing some UV seams, while at the
same time spreading to random unrelated points on other seams.
The first problem is primarily fixed by 2, while the second one
is addressed by item 4.
Differential Revision: https://developer.blender.org/D2261
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Moved that code forth and back a few times while creating rB776a8548f03a fix,
ended up forgetting to update it correctly for function where it layed down in the end.
Last-minute fixes are never a good thing... Now we already have real reason for 2.78 'a' release :(
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Regression from rBa4a968f, we would adjust current point's wetness without actually protecting it
in new multi-threaded context, leading to concurrent access mess.
Now delay applying wetness reduction to current point to end of function, allows us to avoid having
to lock current point twice together with neighbor one (and reducing spinlock awainting too).
To be backported to 2.78a.
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Never call function that might recompute a DM in an RNA itemf callback (or any UI-related func in general)!
There was an XXX comment asking if this was OK - well, no, it was not. :P
Could be ported back to some 2.78 flavour should we need it.
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Was likely in here since initial blender2.8 branch commit (particle removal).
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(for side-by-side and top-bottom stereo modes)
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WARNING! Full build is broken, alembic has not been merged in correctly and has some references to particle stuff.
Don't have time to tackle this now (and probably would be better if someone knowing what he's doing does it anyway).
Conflicts:
release/scripts/startup/bl_ui/properties_particle.py
source/blender/blenkernel/intern/library_remap.c
source/blender/blenkernel/intern/smoke.c
source/blender/editors/physics/particle_object.c
source/blender/editors/physics/physics_intern.h
source/blender/editors/physics/physics_ops.c
source/blender/editors/space_outliner/outliner_intern.h
source/blender/editors/space_view3d/drawvolume.c
source/blender/makesrna/intern/rna_smoke.c
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Was only happening with new dependency graph.
The issue here is that scene's depsgraph layers will be 0 unless
it was ever visible. Worked around by checking for 0 layer in the
update_tagged of new depsgraph. This currently kind of following
logic of visible_layers, but is weak.
Committing so studio is unlocked here, will re-evaluate this layer.
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real datablock user.
Now using new system dedicated to that kind of cases, id_ensure_real_user(), instead.
That way, usercount of Scenes is handled correctly at deletion time.
Reported by @sergey over IRC, thanks.
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This will make the changes in blender2.8 branch simpler
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New ID may be null, have to check this too!
Reported by @panzergame over IRC, thanks.
To be ported to 2.78 as well.
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between samples.
This could cause some crashes.
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Eventually the various functions that deals with adaptive domain
bounding box shall de-duplicated.
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Complete (for our needs) 2D & 3D transformation API. Should be easy to port legacy OpenGL matrix stack-based code to this. Still needs testing.
Ported ortho, frustum, lookAt functions from Viewport FX (rB194998766c65). Kept plenty of Viewport FX code from previous commit.
Stack API and 2D routines ported from Gawain. This version uses BLI_math library so everything is licensed under GPL instead of the usual MPL.
Part of T49450
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mul_v4_m4v3(r, M, v) means r = M * vec4(v, 1.0)
Based on rB194998766c65
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Same as 5c6baf1ee9754e39392926cd077bb2097baf39b9 but for 3x3 matrices.
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