July 21, 2021, 21:27 (GMT) |
Array Brush: Path edit mode working |
July 21, 2021, 21:11 (GMT) |
Cleanup: Remove unecessary change order of switch cases Also don't check for mesh_eval for text objects |
July 21, 2021, 21:07 (GMT) |
Cleanup: Comment formatting, wording |
July 21, 2021, 20:25 (GMT) |
Remove redundant text object mesh/displist drawing code |
July 21, 2021, 20:24 (GMT) |
Skip mesh conversion for "fast text editing" |
July 21, 2021, 19:04 (GMT) |
GPencil: Fix error importing layers The layer need to be duplicated in order to keep all details. |
July 21, 2021, 18:59 (GMT) |
GPencil: New option to create asset for selected frames |
July 21, 2021, 18:56 (GMT) |
Faster Multiple strip support for Thumbnail drawing - V1 Multiple strips are added to hash and one thread can now do the rendering work iterating over the strips. Still buggy and needs sorting out. Some cases could lead to loop in thread. |
July 21, 2021, 18:41 (GMT) |
Cleanup: Move reorganize asset files I'm trying to move away from general files with lots of things in them, and instead have many small & focused files. I find that easier to work with since everything has clear responsibilities, even if there is some minor overhead in managing all these files. I also try to differentiate more clearly between public and internal files. So source files and internal headers are in a `intern/` sub-directory, public functions are in a number of headers one level higher. For convenience and to make this compatible with our existing general headers in `editors/include`, I made the `ED_asset.h` there include all these public headers. This is of course a bit of an experiment, let's see how it works in practice. Also corrected the name of `ED_asset_can_make_single_from_context()`. |
July 21, 2021, 18:41 (GMT) |
GPencil: New options to create Asset for All layers and All layers splitted |
July 21, 2021, 18:19 (GMT) |
GPencil: Add option to merge layers in Asset creation |
July 21, 2021, 18:10 (GMT) |
Cleanup: move ShaderData setup into own file |
July 21, 2021, 18:09 (GMT) |
Draw Cache: extract tris in parallel ranges The `ibo.tris` extraction in multithread is currently only done if the mesh has only 1 material. Now we cache a map indicating the index of each polygon after sort and thus allow the extraction of tris with materials in multithreaded. As caching is a heavy operation and was already being performed in multi-thread for triangle offsets, no significant improvements are expected. The benefit will be much greater when we can skip updating the cache while transforming a geometry. **Profiling:** ||master:|PATCH: |---|---|---| |large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS ||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms) |subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS ||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms) 1.1x overall speedup Differential Revision: https://developer.blender.org/D11445 |
July 21, 2021, 18:03 (GMT) |
GPencil: Move to function the layer merge logic This will be used by asset creation. |
July 21, 2021, 17:57 (GMT) |
modifier: adaptive_remesh: UI for static remeshing of the mesh Simple UI to allow `adaptive_remesh()` through the simple wrapper to be called and controlled easily. This should help with testing since the cloth simulator when applied uses the (point) cached `Mesh` instead running the simulation which will call `adaptive_remesh()` for us. This will need to be fixed later but this is an easier approach to continue development the adaptive remesher. |
July 21, 2021, 17:53 (GMT) |
adaptive_cloth: adaptive_remesh: create an "Empty" remesh function It is useful to call `adaptive_remesh()` outside of the cloth simulator mainly for testing purposes. Now because the use of templates for the function `adaptive_remesh()` and it being defined not in the same header file (this isn't possible in this case because of other reasons), it requires a template instantiation needs to happen because the function is called or something like that. This leads to problems when `adaptive_remesh()` is called from some other file. The easiest fix was to create a new wrapper function without templates and call this from other files. |
July 21, 2021, 17:49 (GMT) |
modifier: adaptive_remesh: use dna defaults through initData Adding defaults for a new modifier is not as simple as just adding the new structure to the defaults macro file. It needs to be copied over to the ModifierData to actually use it. |
July 21, 2021, 17:46 (GMT) |
Cleanup: Move loose geometry cache creation to render data task This centralizes caching functions. |
July 21, 2021, 17:46 (GMT) |
Fix T90017: Bone widget drawing inconsistent with editing The `lines_loose` extractor did not trigger loose geometry caching. |
July 21, 2021, 17:35 (GMT) |
Cleanup: Add missing doxygen file/group comment in new asset file |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021