* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
- vertex normals were not being flipped (though faces are)
- rim faces didnt influence edge vertex normals
apply solidify on top of solidify modifier now works correctly
to specify different spring lengths.
Implementation is quite ugly because the shape key has to be pulled
through the modifier stack somehow, need a more flexible data mask
system to solve this properly.
(commits 27773,27775,27778 by Brecht from render25 branch)
Used approach with creating DerivedMesh for curves whet they've got such modifiers.
Available modifiers are: array, edge split, mirror, solidify, subsurf.
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.
Most file changes were to make scene available in the isDisabled modifier
callback function.
Fix#20516: subsurf modiefier+pressing add for smoke sims results in crash.
Fix retopo not working correct on subsurf mesh.
Various deforming modifiers were not correctly taking into account that a
derivedmesh is not necessarily a CDDerivedMesh, made utility functions for
this now.
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
* Displacement coordinates are now stored differently, as a grid per
face corner. This means there is duplication of coordinates, especially
at low subdivision levels, but the simpler implementation justifies it
I think.
* ToDo: conversion of existing multires files (2.4x or 2.5x), loading them
may even crash now.
* Editmode preservation/interpolation code also has not been updated yet.
* Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh,
which should be more memory efficient.
* There are still bad memory peaks (if you're using 32bit) when subdividing
or propagating displacements. Though at least there should be no huge
memory blocks allocated, which windows is now to have trouble with.
* Still found some weird spike artifacts at lower multires levels, some also
happening before this commit. Perhaps computation of tangents needs to be
tweaked more.
* Multires modifier now has viewport, sculpt and render levels. Also the
levels have been made consistent with subsurf, previously the same level
of subdivision was one less for multires.
* Both multires and subsurf modifier now can have their subdivision level
set to 0 for no subdivision.
* Now uses the CCG DerivedMesh also in object mode, used to be edit mode only.
* Create CD_ORIGINDEX layer on demand, to save memory.
* Removed ss_to_cdderivedmesh function, and instead create ccgdm and then
convert that to cddm, to avoid code duplication.
* Added and implement DerivedMesh interface functions to obtain face grids.
* Store edge/face flags more memory efficient.
* Export CCGDerivedMesh struct in BKE_subsurf.h
Rather than applying the modifier to the object data, it will create a new shape
with the deformed vertices in there. Only mesh at the moment, other object
types on the todo.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).
The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.
One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.
Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
The patch was by Wael El Oraiby, who did a great job on it.
Yay for Wael! Commit of patch #19242.
There's also some CCGSubSurf stuff mixed in with this, though it's
still not working right (fixed tons of bugs, just the main ones
for some reason are still there, despite their original causes
being fixed :-/).
* Replaced FACESEL_PAINT_TEST macro with paint_facesel_test. This removes one more thing from BKE_global, and it'll make it easier to localize.
* Fixed sculpt paint cursor sometimes not showing.