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45 Commits
temp-node-
...
blender-v2
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787af651a7 |
@@ -81,9 +81,11 @@ Geometry::~Geometry()
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delete bvh;
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}
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void Geometry::clear()
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void Geometry::clear(bool preserve_shaders)
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{
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used_shaders.clear();
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if (!preserve_shaders)
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used_shaders.clear();
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transform_applied = false;
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transform_negative_scaled = false;
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transform_normal = transform_identity();
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@@ -96,7 +96,7 @@ class Geometry : public Node {
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virtual ~Geometry();
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/* Geometry */
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virtual void clear();
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virtual void clear(bool preserve_shaders = false);
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virtual void compute_bounds() = 0;
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virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;
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@@ -321,9 +321,9 @@ void Hair::reserve_curves(int numcurves, int numkeys)
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attributes.resize(true);
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}
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void Hair::clear()
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void Hair::clear(bool preserve_shaders)
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{
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Geometry::clear();
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Geometry::clear(preserve_shaders);
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curve_keys.clear();
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curve_radius.clear();
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@@ -103,7 +103,7 @@ class Hair : public Geometry {
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~Hair();
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/* Geometry */
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void clear() override;
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void clear(bool preserve_shaders = false) override;
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void resize_curves(int numcurves, int numkeys);
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void reserve_curves(int numcurves, int numkeys);
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@@ -213,9 +213,9 @@ void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
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subd_attributes.resize(true);
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}
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void Mesh::clear(bool preserve_voxel_data)
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void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data)
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{
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Geometry::clear();
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Geometry::clear(preserve_shaders);
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/* clear all verts and triangles */
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verts.clear();
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@@ -243,9 +243,9 @@ void Mesh::clear(bool preserve_voxel_data)
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patch_table = NULL;
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}
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void Mesh::clear()
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void Mesh::clear(bool preserve_shaders)
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{
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clear(false);
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clear(preserve_shaders, false);
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}
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void Mesh::add_vertex(float3 P)
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@@ -174,8 +174,7 @@ class Mesh : public Geometry {
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void reserve_mesh(int numverts, int numfaces);
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void resize_subd_faces(int numfaces, int num_ngons, int numcorners);
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void reserve_subd_faces(int numfaces, int num_ngons, int numcorners);
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void clear(bool preserve_voxel_data);
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void clear() override;
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void clear(bool preserve_shaders = false) override;
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void add_vertex(float3 P);
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void add_vertex_slow(float3 P);
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void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
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@@ -202,6 +201,9 @@ class Mesh : public Geometry {
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void pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset);
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void tessellate(DiagSplit *split);
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protected:
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void clear(bool preserve_shaders, bool preserve_voxel_data);
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};
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CCL_NAMESPACE_END
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@@ -56,9 +56,9 @@ Volume::Volume() : Mesh(node_type, Geometry::VOLUME)
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object_space = false;
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}
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void Volume::clear()
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void Volume::clear(bool preserve_shaders)
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{
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Mesh::clear(true);
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Mesh::clear(preserve_shaders, true);
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}
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struct QuadData {
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@@ -530,8 +530,10 @@ void GeometryManager::create_volume_mesh(Volume *volume, Progress &progress)
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}
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/* Clear existing volume mesh, done here in case we early out due to
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* empty grid or missing volume shader. */
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volume->clear();
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* empty grid or missing volume shader.
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* Also keep the shaders to avoid infinite loops when synchronizing, as this will tag the shaders
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* as having changed. */
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volume->clear(true);
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volume->need_update_rebuild = true;
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if (!volume_shader) {
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@@ -606,6 +608,7 @@ void GeometryManager::create_volume_mesh(Volume *volume, Progress &progress)
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builder.create_mesh(vertices, indices, face_normals, face_overlap_avoidance);
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volume->reserve_mesh(vertices.size(), indices.size() / 3);
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volume->used_shaders.clear();
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volume->used_shaders.push_back(volume_shader);
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for (size_t i = 0; i < vertices.size(); ++i) {
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@@ -32,7 +32,7 @@ class Volume : public Mesh {
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float step_size;
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bool object_space;
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virtual void clear() override;
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virtual void clear(bool preserve_shaders = false) override;
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};
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CCL_NAMESPACE_END
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@@ -40,6 +40,30 @@
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</screenshot>
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</screenshots>
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<releases>
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<release version="2.91" date="2020-11-25">
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<description>
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<p>New features:</p>
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<ul>
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<li>Volume modifiers</li>
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<li>Precise boolean</li>
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<li>Cloth brush collision</li>
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<li>Custom curve bevels</li>
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<li>Grease Pencil image tracer</li>
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<li>Property search and fuzzy search</li>
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</ul>
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<p>Enhancements:</p>
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<ul>
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<li>Boundary and pose cloth brushes</li>
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<li>Material holdout for Grease Pencil</li>
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<li>Sculpting gestures</li>
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<li>Overrides resync and transform support</li>
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<li>Animation proxy conversion</li>
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<li>Compound shape collision</li>
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<li>Outliner collection colors</li>
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<li>Snappier F-Curves and seamless keyframe insertion</li>
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</ul>
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</description>
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</release>
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<release version="2.90" date="2020-08-31">
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<description>
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<p>New features:</p>
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@@ -5,7 +5,7 @@
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<DisplayName>Blender[LTSORNOT]</DisplayName>
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<PublisherDisplayName>Blender Foundation</PublisherDisplayName>
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<Description>Blender [VERSION] is the Free and Open Source 3D creation suite</Description>
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<Logo>Assets\StoreLogo.png</Logo>
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<Logo>Assets\StoreLogo.scale-100.png</Logo>
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</Properties>
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<Resources>
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<Resource Language="en-us" />
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release/windows/msix/Assets/Square150x150Logo.scale-100.png
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release/windows/msix/Assets/Square71x71Logo.scale-100.png
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release/windows/msix/Assets/StoreLogo.scale-100.png
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