Blender Git Loki

Kaikki Blender Git kommitit.

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March 29, 2021, 07:30 (GMT)
Comments: improve docstring for ED_view3d_clipping_test

The meaning of the return value wasn't obvious.
March 29, 2021, 07:25 (GMT)
Cleanup: Remove unused node.c.

Was wrongly added back with the anti aliasing node patch.
March 29, 2021, 07:08 (GMT)
Knife: support vert/edge snapping when not directly over a face

Respect the distance argument to EDBM_face_find_nearest,
when zero, sample a single pixel, otherwise sample a region.

Knife uses the selection-buffer to pick a face when the ray-cast failed.
This was meant to allow snapping to nearby faces however as the margin
was ignored, it was only used in edge cases where the ray-cast missed
but the pixel didn't.

Now the face-picking threshold is working as expected.

Note that other callers to EDBM_face_find_nearest have been updated
so set their distance argument to zero so this only impacts the knife.
Regular selection and path select could be modified separately if users
prefer this behavior.
March 29, 2021, 07:08 (GMT)
Cleanup: logical error in path select picking

Resolve logical error in edbm_shortest_path_pick_invoke
where any discrepancy between EDBM_unified_findnearest and
edbm_elem_find_nearest caused the active-object to be cleared.

While it's not a problem at the moment, using a larger threshold
for path picking exposes the error.
March 29, 2021, 07:08 (GMT)
Knife: scale points & snapping threshold by the DPI factor

The points were too small on hi-dpi displays.
March 29, 2021, 07:08 (GMT)
Fix vert/edge knife snapping when the cursor wasn't over a face

In this case, the cage location was left zeroed which was then
projected back onto the screen to find the nearest screen space
edge/vertex.

This made snapping to the vertex/edge fail in some corner-cases
where it was intended to work.
March 29, 2021, 06:35 (GMT)
initialize playback rate in SEQ_sequence_alloc, so no strip can be missed
March 29, 2021, 06:34 (GMT)
Initialize playback_rate to 0 if scene rate should be used. Also missed sound playback rate
March 29, 2021, 06:20 (GMT)
Cleanup: use pragma once.
March 29, 2021, 06:18 (GMT)
Cleanup: Add namespace to compositor.
March 29, 2021, 06:09 (GMT)
[WIP]VSE: Allow playback of multiple framerates

WARNING: Need to update FFmpeg tests

Store playback rate in `Sequence` and use it to calculate length
and to convert timeline frame to frame index.

Playback rate is stored as absolute value which allows easy update on
framechange. This means that scene framerate has to be available, so
a lot of functions had to be supplied with pointer to scene.

With relative value, scene frame rate properties would need `_set`
accessor function that would first go over all strips to update
framerate value, then scene framerate and finally update strip offsets.
There is also risk of precision loss for playback rate when doing these
calculations.

-----

I am undecided whether to keep this property for users to utilize for
other purposes (it could possibly replace speed effect). See for
example D4067, which is attempt for more advanced version of this
feature.

Right now property is exposed in time panel (it's badly aligned...)
It has no effect on effect strips, only movie, image, scene and similar strips.

Problem with speed effect is, that it is more difficult to work with
because whole effect chain has to be cut and time related issues and
inconsistencies do require special treatment.

On the other hand this approach does not work well with animation -
retiming strip won' t move keyframes.

So either this feature will work only for movie (and scene) strips
and will be hidden under the hood
Or it could replace speed effect completely.

Perhaps it would be better to first make this feature invisible and catch bugs, because I am quite sure there will be some.

Differential Revision: https://developer.blender.org/D10807
March 29, 2021, 06:04 (GMT)
Cleanup: Add `override` Keyword.
March 29, 2021, 05:56 (GMT)
Compositor: Add Anti-Aliasing node

This is an implementation of Enhanced Subpixel Morphological Antialiasing (SMAA)

The algorithm was proposed by:
Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Diego Gutierrez

This node provides only SMAA 1x mode, so the operation will be done with no spatial
multisampling nor temporal supersampling. See Patch for comparisons.

The existing AA operation seems to be used only for binary images by some other nodes.
Using SMAA for binary images needs no important parameter such as "threshold", so we
perhaps can switch the operation to SMAA, though that changes existing behavior.

Notes:
1. The program code assumes the screen coordinates are DirectX style that the
vertical direction is upside-down, so "top" and "bottom" actually represent bottom
and top, respectively.

Thanks for Habib Gahbiche (zazizizou) to polish and finalize this patch.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D2411
March 29, 2021, 03:31 (GMT)
Knife: reduce redundant face picking queries

Reduce the maximum number of queries to find the face under the
mouse cursor from 6x to 2x on cursor motion.

Calculating the screen-space detail could perform 2x look-ups
which have already been calculated.
March 29, 2021, 02:29 (GMT)
Fix T83391: Knife sometimes snaps to object center

Knife snapping logic assumed having a face under the cursor meant
the projected positions were set.

This is not always the case as failure to ray-cast uses the back-buffer
as a fallback.
March 28, 2021, 22:15 (GMT)
Progress towards making material output the same as the python exporter.

The python exporter was stricter about what Principled BSDF node it
would use -- it only wanted one directly attached to the Material Output.
Also, the Python exporter sets the ambient to (1,1,1) if no reflections.
And there was a mistake in how the C++ exporter set the illumination model.

Also printed out the components in the same order as the python one,
for easier comparison.
March 28, 2021, 14:53 (GMT)
EEVEE: New basic drawing

TODO describe overall implementation here
March 28, 2021, 12:03 (GMT)
Fixed problem of repeated same materials output in MTL file.

The code was writing out all of the materials for each object.
Refactored so that the materials for all objects are gathered
together, deduping, and writing out at the end of a frame.
March 28, 2021, 10:50 (GMT)
Cleanup: deduplicate attribute creating code
March 28, 2021, 10:50 (GMT)
Cleanup: use parentheses in macro
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021