Make it so CCGDM reports 0 number of geometry when it uses GPU backend for
drawing. This screws up a bit statistics in info header and requires to have
some special handle of CCGDM in the drawing code, but makes it so non of the
areas will try to access non-existing geometry.
The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
The idea of this commit is to make it so we can enable OpenSubdiv by default
for the release builds but keep it limited to the viewport only for a specific
meshes. This is a temporary solution for until all the needed features are
supported on the OpenSubdiv side.
Flag itself is done as a dedicated field in modifier DNA so we can easily
remove it in the future without ending up with some temporary flag hanging
around forever.
The issue was caused by CCG code being confused by number of geometry returned
by utility functions in the case of the skipped grids.
Made it so that code is always only working with CCG data and handled drawing
code in a bit special way now.
This solves such crashes as i.e. snapping.
Cases like using subsurfed object as a boolean operand can't be evaluated
on GPU and needs to have all the CCG on CPU.
This commit resolves existing configuration to survive, but new configurations
would need to have some sort of forced object update so all the data is being
moved on CPU if it was previously on GPU.
Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
Needed for node insert offset (Auto-offset in UI), but kept separate so people notice it without having to check insert offset commit (not for commit ratio of course ;) )
Two issues here, normal update was not happening due to own sillyness in
viewport refactor, also normal update code still used triangles.
Now reused Campbell's poly normal recalculation code.
Note that the collision modifier doesn't have any use for Loop indices,
so to avoid duplicating the loop array too,
MVertTri has been added which simply stores vertex indices (runtime only).
Notes:
* Code in rendering and in game engine will still convert
tangents to a tessface representation. Added code that
takes care of tangent layer only, might be removed
when BGE and rendering goes full mlooptri mode.
* Baking should work discovered some dead code while
I was working on the patch, also tangents are broken
when baking from multires (also in master), but those
are separate issues that can be fixed later.
This should fix T45491 as well
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
The navigation mesh functionality was broken for quite a while. This patch
contains fixes: recalculating tesselations before getting the number of
tesselation faces (it otherwise returned 0) before calculating the navmesh,
and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object
(which fixes visualisation in Blender). This allows one to create a new
navmesh, which also works in the BGE.
Furthermore, the patch adds several return values, and shows more error
messages when things go wrong. In several places in the navmesh creation
code, return codes weren't checked and errors silently ignored.
Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame
Reviewed By: panzergame
Differential Revision: https://developer.blender.org/D1435