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. |
Revision 25af8b8 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) 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 |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021