Blender Git Commits

Blender Git "sculpt-dev" branch commits.

Page: 14 / 56

September 19, 2021, 23:17 (GMT)
Sculpt: Brush channels names are now lower-case instead
of upper case.
September 19, 2021, 22:35 (GMT)
Sculpt: brush engine stuff

BrushChannels are now stored in linked lists
instead of simple arrays. This helps to
avoid memory corruption.

I had originally wanted to be able to pass
BrushChannels by value, but that doesn't really
work since they heap allocd data (the input
mapping curves).
September 19, 2021, 20:30 (GMT)
commit prior to small refactor
September 19, 2021, 08:11 (GMT)
Sculpt: more brush engine stuff; do not test.

Pushing this commit early due to computer
weirdness
September 18, 2021, 19:10 (GMT)
Sculpt: flushed out brush channel RNA and made basic UI
September 18, 2021, 09:43 (GMT)
Sculpt: Added some icons and commit icon_geom.blend into the branch

Help with icons would be appreciated. The
scene project icon kind of came out looking
like a band-aid.
September 18, 2021, 08:39 (GMT)
Disable threading for sculpt project brush
September 18, 2021, 08:26 (GMT)
Fix compile error
September 18, 2021, 07:35 (GMT)
Sculpt: Flesh out RNA wrapping of BrushChannels
September 18, 2021, 06:32 (GMT)
Merge remote-tracking branch 'origin/temp_bmesh_multires' into sculpt-dev
September 18, 2021, 03:13 (GMT)
Merge branch 'master' into temp_bmesh_multires
September 17, 2021, 23:22 (GMT)
Merge branch 'master' into sculpt-dev
September 17, 2021, 21:43 (GMT)
Commit current working copy; having
weird file system issues
September 17, 2021, 03:29 (GMT)
Sculpt dyntopo: Roughed out skeleton of new brush engine API

Command Lists

* The new system will be based on command lists
generated by (eventually) a node editor.
* For now, the lists will be hardcoded.
* Idea is to make a minimal viable
brush engine that won't cause file breakage
when the upgrade to node-based brushes happen.

Brush Channels

* Wrote new structures and API to wrange
brush parameters: BrushChannel.
* Supports, floats, ints, enums, bitmasks,
with plans for vec3 and vec4.
* This will replace UnifiedPaintStruct,
most of the members of Brush and the
DynTopoSettings struct.
* Brush channels can
be mapped to various input device
channels (e.g. pen pressure); each
mapping has its own associated curve
(CurveMapping instance) and bounds.

Brush channel inheritence chaining

* Brush channels can form inheritence chains
* Channel sets are stored in three places:
in the scene toolsettings, in Brush, and in
individual brush commands.
* Node groups will also have a channel set.
* Channels in each set can be flagged to
inherit from the parent set.
* Inheritence happens in seperate merged
channel sets at runtime. The final
Brush channels live in Brush->channels_final,
while the final command channels live in
BrushCommand->params_final.
September 16, 2021, 20:44 (GMT)
Merge branch 'master' into temp_bmesh_multires
September 16, 2021, 17:42 (GMT)
commit prior to merge
September 15, 2021, 21:56 (GMT)
Add skeletal beginnings of C++ sculpt refactor
design study (note that it's #ifdef'd out).

Basic idea is to put all the sculpt brush code
in a single large template. This template
takes a PBVH adaptor class (of which there
would be three, one per PBVH_XXX type)
as a template argument.

Basically we're using the compiler to generate
three complete copies of every brush implementation.
C++20 concepts are used to validate the pbvh classes.

An example brush implementation:

pbvh->forVertsInRange(
{
.brush = ss->cache->brush,
.radius = radius,
.use_threads = true,
.use_original = false
},

[&offset](auto viter, int node_i, void *userdata) {
//add offset to vertex coordinates

madd_v3_v3fl(viter.co, offset, viter.fade);
},

[](PBVHNode *node, int node_i, void *userdata) {
BKE_pbvh_node_mark_update(node);
});
September 15, 2021, 09:50 (GMT)
Sculpt dyntopo: Fix a few issues from last commit

* Fixed crashing on entering sculpt mode
* Fixed transitioning between sculpt and
another undo system type sometimes
corrupting stack.
September 15, 2021, 09:16 (GMT)
Sculpt dyntopo: fix missing bit from last commit

* BM_mesh_bm_to_me now saves id layers by default.
September 15, 2021, 08:41 (GMT)
Sculpt dyntopo:

Seperate enabling PBVH_BMESH from enabling DynTopo:

* Created a new option to globally disabled
DynTopo.
* The DynTopo panel header now reads "Dynamic Mode",
to hopefully signal that turning on PBVH_BMESH is
a seperate step from enabling or disabling DynTopo
itself.
* The first checkbox in the panel is "DynTopo" so it
should be clear enough (it's on by default, with multiple
layers of file versioning checks).

PBVH_BMesh's undo system:

* CD_MESH_ID layers are now permanently saved once
they are created (by default they are not). This
fixed a *lot* of bugs:

Before this the undo system had to save maps between
mesh indices and mesh IDs on transitioning
between sculpt and global undo steps. This was
extremely error prone, and it simply wasn't possible
to cover all of the corner cases

* Note that there is still an odd bug where the first
global undo push after a sculpt step gets ignored,
I dunno what's up with this.

* Dyntopo undo should be nearly (hopefully completely)
bug-free after this commit.

C++20

* Made a few small changes to get blender to compile
with c++20. std::result_of was removed, had to
replace a couple of usages of it with std::invoke_result.

* I'm planning to do some design studies on rewriting
sculpt into C++.

* I strongly suspect we are going to need C++20'a new
concepts feature if we move sculpt into C++.
I'm planning to do some design studies on how
that might work.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021