Age | Commit message (Collapse) | Author |
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Correct previous commit that was checking values not yet initialized,
causing T77796.
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Introduced in D8007
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Previously, constraints were added multiple times from different
vertices. This adds a GSet to check that the same constraint is not
being added twice when iterating over the neighbors of two different
vertices.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D8007
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Replace 32bit int with bitmap to allow selecting
any number of vertex groups.
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This changes curve deform code not to set the objects inverse matrix,
this shouldn't cause problems as it's not used elsewhere afterwards.
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- BKE_lattice_deform_data_create was init_latt_deform.
- BKE_lattice_deform_data_destroy was end_latt_deform.
- BKE_lattice_deform_data_eval_co was calc_latt_deform.
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Also improve alignment.
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Naming is from legacy code where the deforming object was the parent.
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This is an improvement over 2.7x which converted edit-mesh to mesh
(CDDM) for all 3 modifiers.
Overall this increases performance in edit-mode by around 15-20%.
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Caused by the optimization of `Skip EditMesh to Mesh Conversion`.
Now that EditMesh is used when the Mesh has no modifiers, do not
skip the selected elements.
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Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...
If performance issues still arise, we'll investigate other solutions.
This should also make T73154 obsolete now.
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Just uses same code as for all the other ID types.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7995
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When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442
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The material binding API that we used was removed in the Universal Scene
Description library version 20.02. Using this new API, the code is
compatible with both USD 19.11 and 20.02.
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This can be requiered for some add-ons and for some reason this prop was missing in RNA.
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Similar to previous commit, aims to resolve compilation on
devtoolset-6.
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This was caused by DST.dupli_origin not being reset properly. This had
not effect in master but has effect in EEVEE motion blur branch.
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Move armature/curve functions into their headers,
they were previously in BKE_lattice.h
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- Use 'float (*)[3]' to avoid casts.
- Remove unnecessary float[3] copy in gpencil_deform_verts.
- Use MEM_SAFE_FREE
- Use const arguments.
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Prefer meaningful function names over redundant NULL arguments.
Also clarify variable names as it wasn't obvious the object-data
is part of the object target.
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This is really doing two operation so using the ampersand makes more
sense.
Also selection sounds better than selected.
This also adjusts the name in the text Edit menu which was an issue
raised in T68738
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Override collections do not support that, add proper checks in BKE code
adding objects to collections.
Also try to find a suitable collection in parents in that case.
Note that this is enforced on 'public' API level, internal code can
still bypass those checks if needed. Exposing this possibility to public
API should not be needed.
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This resulted in compile errors.
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This header defines default placement versions of operator new.
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Limit support for `GLEW_ARB_base_instance` to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
(TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
`GLEW_ARB_draw_indirect` as it has an OpenGL3 context what also matches the minimum needed
requirements.
We use `GLEW_ARB_draw_indirect` as a target for `glMapBuffer(Range)` what is part of the
OpenGL 4 API. So better disable it when we don't have an OpenGL4 context.
Note: fix should be ported to Blender 2.83 LTS
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7994
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Happens when some of the color correction terms are mathematically
undefined: foe example, when pow() is to be calculated and the X
argument is negative.
There is no ground-truth result in such cases, so ignore such terms
entirely.
This is a generalization of D6696 from Jacques.
Differential Revision: https://developer.blender.org/D7966
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This makes it easier to write range-for loops over all items
in the map without using auto.
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- Remove the operator, use a generic operator instead.
- Switch between PREVIEW/SEQUENCER as the mixed state isn't as useful.
- Add menu item to make the shortcut discoverable.
- Remove unused & broken "View Type" menu.
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This causes the search result to be less predictable as well as
including menu items multiple times.
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Use 0.0254 for conversion as 39.3700787 isn't exactly 1/0.0254
and can't be written as a round float/double.
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This solves a crash when switching from the modifiers tab to an armature
object and expanding a panel. Thanks to Alexander Gavrilov for mentioning
the problem.
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Followup to rB74ec37b70cbc8dc2, also missed a case in collection
deepcopy then.
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This utils was only used for scenes' full copy, and was using old
deprecated ways to deal with ID relations and such. Good riddance!
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