Age | Commit message (Collapse) | Author |
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Caused glitch with Scale-Cage tool.
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The offset is subtracted, so that it's intuitive (dragging slider pushes
the animation further that way on the timeline).
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# Conflicts:
# source/blender/alembic/intern/abc_exporter.cc
# source/blender/alembic/intern/abc_exporter.h
# source/blender/alembic/intern/alembic_capi.cc
# tests/gtests/alembic/abc_export_test.cc
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- Only basis balls are exported, as they represent the resulting mesh.
As a result the mesh is written to Alembic using the name of the basis
ball.
- MetaBalls are converted to a mesh on every frame, then an
AbcMeshWriter is used to write that mesh to Alembic.
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When the mesh changed topology but kept the vertex count the same, it would
result in a corrupt mesh. By checking the face & loop counts too, this has
become less likely.
I've checked IPolyMeshSchema::isConstant(), but it returns true even when
we see that the mesh changed topology.
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Also minor readability changes, avoid running both heap_up/down
gives minor speedup too.
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Recent addition of 'reinsert' didn't match logic for ghash API.
Rename to BLI_heap_node_value_update,
also add BLI_heap_insert_or_update since it's a common operation.
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Improves performance for high poly meshes,
~70% faster for decimate, only ~10% for beautify.
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Allows avoiding remove/insert calls.
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renders single frames only
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The single byte version of hash_data was casting from unsigned char
instead of signed.
This didn't cause any errors since the result of each aren't compared.
Even so, better keep them matching.
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It should behave like cycles.
Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
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This is quite basic as it only support boundbing boxes.
But the material can refine the volume shape in anyway the user like.
To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
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This let us know efficiently if a material has a dedicated nodetree for each of it's output node input.
Only works for Eevee at this moment.
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The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.
See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.
On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
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Update issues remain, require listening to notifiers.
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Vertex w/ a single edge wasn't detected
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Basically reverts rB65c4149f203610 and fixes the issue in a better way.
Keymaps using the removed operator will be affected. Switching header
from top to bottom now has the shortcut F5, just like switching other
regions.
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This moves background images out of the 3D viewport,
to be used only as camera reference images.
For 3D viewport references,
background images can be used, see: D2827
Some work is still needed
(background option isn't working at the moment).
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This funciton will be extended, so better to get rid of unused arguments before
adding new ones.
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Simple workaround in on_visible_update(). There might be more missing updates or tags.
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Tool for creating polygons, exact usage may change based on feedback.
LMB to add faces at boundaries (tris from edges, quads from verts).
- Ctrl splits edges
- Alt to dissolve edges/verts.
Works well with vertex snap & auto-merge.
This uses selection hover but isn't intended to introduce more widely
pre-selection highlighting, at least it will be restricted to this tool.
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Without this, scaling single objects wasn't working usefully.
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Caused by own change 137586a13c
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Was needed for legacy lamp/material drivers.
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With new dependency graph this direct call to driver/animation update should
not be needed,
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They are still modifying global state, such as ID recalc tags stored in bmain,
need some solution for this.
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This would break if using preview in VSE. We now use the scene engine
not the workspace engine.
That said we could have the preview engine defined as part of the sequence strip
as we had for draw modes in the past. But this is a separated topic for a
separated patch.
This issue in particular was introduced in e4f2b2be26ad.
Note: VSE preview is still broken in two cases:
* If you have Eevee as the engine in the Scene of the Scene strip.
* If you use Clay, save the file, and re-open.
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