Age | Commit message (Collapse) | Author |
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Own regression in recent speedup commit.
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Another fix for a slightly different case from the original report, to give better orientation.
Vertex normals influence on the orientation is now scaled by the alignment with the cut direction.
Also use face normal instead of loop normal which can be unreliable when the corners edges are co-linear.
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Aside from some minor cleanup, this commit:
* Fixes checking twice for multiple usage of same vert by a same poly.
* Fixes handling of ME_VERT_TMP_TAG vert flag by that check (there was no guaranty
that flag was cleared for a poly's vertices before we start checking).
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The idea is to avoid having roundtrip from byte to float and back to byte buffer
and use render result's byte buffer to store result of sequencer rendering.
This actually matches to what regular render pipeline is doing and this gives
around 2-3 times speedup of sequencer export on a simple scenes.
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animation
This is something what IMB_colormanagement_imbuf_for_write() is intended to do.
Gives around 40% speedup in test wile with OpenGL render and about 20% when
rendering simple cube scene animation.
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Use connected faces to calculate the paths orientation
when normals are aligned with the direction.
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also remove arrow buttons.
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present
This was caused by interpolation between samples being performed incorrectly
(i.e. wrong order of arguments) when sampling more than once per frame.
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This fixes two issues:
* Normals were not being recalculated correctly when not using optimized
drawing for CDDerivedMesh (Multires actually handles that correctly).
* Loop normals (autosmooth option) were also not being calculated. Doing
this calculation is not desirable, since it can't be done correctly
without a severe performance hit. This is easy to test by doing a
dependency flush on the mesh after each scuplt stroke step. Instead they
are now disabled during sculpting.
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Own very stupid mistake this time... :|
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Pretty nice copy/paste typo in looptri work...
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We have currently a gooseberry file (scenes/01_island/01_meet_franck/01_01_01_A/01_01_01_A.anim.blend)
that links against two -pre repo libs, which are hence not available for common mortals,
and generate warnings and placeholders during load step.
Issue is, among those missing (directly) linked datablocks, we have two shapekeys!
This should never happen nor be possible at all. I tried understanding how this could happen,
with no luck at all, best bet would be some wild/bad call to `id_us_plus()` over those skeys
at some point...
Anyway, this commit:
- Handles a bit better those 'cases that should never happen' at load time.
- Adds several checks in ID handling code (and save/load code) to try to detect where/when
a non-linkable datablock becomes LIB_EXTERN (i.e. directly linked).
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Printing those twice is already not so nice, but at least let's try to print same thing,
and avoid repetition of 'ERROR' in it.
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called code.
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Was a missing NULL-pointer check in recent frameserver commit.
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Differentiate between lines and segments.
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Using shadeless did nothing in texture-paint mode.
(regression in 2.76)
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Avoid duplicate checks/updates when the frameserver is used.
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Better support of bicubic sampling of ID mask output.
The idea is to generate ID mask into a temporary buffer which is then being
interpolated using current sampling method.
This works fine for upscaling or rotating the ID mask but does not work for
scaling down. This is much-much bigger problem of the compositor design and
can't really be solved currently. Same will happen with other nodes like
blur for example.
Reviewers: campbellbarton
Subscribers: ania
Differential Revision: https://developer.blender.org/D1612
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The issue is caused by transform tool temporary affecting on the pose
constraints, which actually changes the way how pose is to be evaluated.
This isn't ideal patch from the performance point of view, but only
limited to the new depsgraph, so we've got some time to work on partial
graph updates.
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The issue was in fact a feedback loop between render database init which needs
to know which render layers to initialize and scene update for newframe which
needs to know which layers to update.
Worked around by updating scene animation before render database initialization
which isn't really ideal, but doesn't really have much better alternative.
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animation
The issue was caused by the image save operator ignoring Z-Buf if the input
buffer due to the way how IMB_dupImBuf() worked. There's no reason to to
ignore z-buf on imbuf duplication, it only asks for issues in the future.
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Accessing theme from outside drawing code isn't reliable, pass space-type.
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Store previous coords in cursor data instead.
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When load-ui was disabled, resetting factory settings kept existing UI too.
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one user' handling.
Note that in master this is mere cleanup, which shall not change much things
(aside from FAKE_USER now being taken into account here too), and mostly
makes things more consistent, but in id-remap branch this becomes mandatory
due to better handling of this ugly 'ensure_real' stuff re user count.
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Calling transform operator from Python didn't apply the constraints space.
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