Age | Commit message (Collapse) | Author |
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This node allows sampling an attribute on a mesh surface based
on a UV coordinate. Internally, this has to do a "reverse uv lookup",
i.e. the node has to find the polygon that corresponds to the uv
coordinate. Therefore, the uv map of the mesh should not have
overlapping faces.
Differential Revision: https://developer.blender.org/D15440
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This value worked better for artists.
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The check was doing with the original point and
must be the evaluated point.
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The problem was the eval data update only occurs for the
actual frame and in this case must be for all frames.
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object don't have UVs
The UV data filling logic was incorrectly just skipping over loop
entries that don't have a UV coordinate, instead of assigning
the default zero UV for them. This was a problem only for meshes
where some faces did have UVs, but some other faces did not (T101487).
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Re-order members and remove pad members,
reducing it's size by 24 bytes on 64 bit systems.
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Historically, caching these values may have had some advantages,
simplifying drawing object centers and selecting by object center.
Now the only uses of these values would calculate the projection
before use, so there is no reason to store run-time projection in DNA.
This also quiets a `-Wstring-overflow` warning.
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Also replace "dm" for evaluated mesh in some comments.
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Issue introduced by rB208b3a0472b3
which fixed a build issue on linux.
This fix is a band-aid at best but
reverting rB208b3a0472b3 is not
really an option since that would
break linux again.
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This allows the creation of texture arrays from 1D/2D/Cube texture.
This is useful when the shader expect a texture array but the original
texture isn't.
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gpencil_point_to_parent_space -> gpencil_point_to_world_space
The old name was not clear because it looked it was moving into
the object space, but really is doing the opposite.
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gpencil_apply_parent->gpencil_world_to_object_space
gpencil_apply_parent_point->gpencil_world_to_object_space_point
The old name was not descriptive enough.
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In preparation for moving mesh runtime data out of DNA.
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Files were incorrectly loaded without the Clamp Result option set.
Reported in BA by CarlG
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does not exist.
Fixes regression introduced by rBe8bcca4bdc94 (D15900)
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D16085
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Crash triggers due to division by zero
fix is to increase minimum limit for `seg_repeat` to 1
Reviewed By: antoniov, frogstomp
Maniphest Tasks: T101504
Differential Revision: https://developer.blender.org/D16120
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Even if multires in sculpt mode doesn't yet support color
attributes, we should at least upload white color to avoid
making everything black.
Also fixed a bug where multires PBVHs didn't have access to
their CustomData attribute layout, which PBVH draw needs.
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Currently lookup of Object and Instancer attributes is completely
duplicated between Cycles, Eevee and Eevee Next. This is bad design,
so this patch aims to deduplicate it by introducing a common API
in blenkernel.
In case of Cycles this requires certain hacks, but according to
Brecht it is planned to be rewritten later for more direct access
to internal Blender data anyway.
Differential Revision: https://developer.blender.org/D16117
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This will help with moving mesh runtime data to C++
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When e.g. grouping nodes into nodegroups, these would not show up
immediately in the Outliner (Blender File / Data API view).
Now send (unique combination, not used elsewhere) notifiers (and listen
for these in the Outliner).
Differential Revision: https://developer.blender.org/D16093
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ED_view3d_win_to_3d_on_plane with do_clip enabled wasn't working in
non-camera orthographic views as it didn't take into account the ray
origin being centered to the view.
Resolve by testing viewport clipping after the ray has been projected.
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Copy-paste error in rB039429faeb41.
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Copy-by-value was used when iterating over unicode_samples which
then referenced an array from the value.
Resolve by referencing a const pointer to the unicode_sample array.
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In preparation for moving the mesh runtime struct out of DNA.
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Just a missing null check for the original edge weight.
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factor mode if topology or boundary modes are inactive
Factors mode (precomputing the automask) should initialize the
mask to 1.0 if no additive automasking modes are enabled, instead
of zero.
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- Use `enum class`
- Use shorter names for field input classes for better line wrapping
- Use "Vert" instead of "Vertex"
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On NVidia GPUs, when the blue channel was between 0 and 0.1,
the overlay's alpha would increase, making it invisible.
With the `overlay_line_fb` frame buffer bound in `overlay_engine.cc`
there are two outputs to write to: the color and the line output, which
is used for making smooth antialiased lines. The overlay is in its
current position in the order of overlays so that it draws on top of
curve wire lines. Not writing to that second output is undefined
behavior, so fix it by writing zeros. In the future, the overlay
could be smoothed on curves using that second texture.
Thanks to Clément for the explanation of the issue!
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This commit simplify the previous fix for T101455
f6c2f1c65e146bf20b9182f275b67c747d9e2990
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