added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
Looks like it was missed BMesh element index for faces in emDM_drawMappedFacesMat.
There was already call of BM_mesh_elem_index_ensure to ensure there's element
index for vertices, added flag to ensure there's also index for faces.
time, sorry), from delete to backspace. Delete did not work on buttons in nodes,
because it would delete the node itself or if we changed the priority interfere
with deleting nodes if the cursor was placed accidentally over a button in a node.
Patch by Damir Prebeg.
Split proxy build operator into three parts:
- Prepare context (IMB_anim_index_rebuild_context) which prepares all
needed data and stores it in an anonymous structure used by specific
builder lately.
- Build proxies/timecodes into temporary files (IMB_anim_index_rebuild)
This function will build all selected proxies/timecodes into a temporary
files so old proxies will be still available during building.
- Finish building proxies (IMB_anim_index_rebuild_finish) which copies
temporary files over old proxies filed and releases all resources used
by a context.
Context creation and finishing building happens in a main thread so
it's easy and safe to close all opened handles of proxies files and
refresh cache after rebuilding is finished.
This should finally fix#30315: Temporary proxy files are not erased and old proxys are not updated if the proxy is built more then once (windows)
This commit replaces the solution in revision 44534.
It is recalled that a degenerate triangle is a triangle such that
1) A and B are in the same position in the 3D space; or
2) the distance between point P and line segment AB is zero.
Unlike the previous solution, the present fix is capable of
any mesh topology involving any number of degenerate triangles.
Degenerated triangles are removed in two steps. First,
degenerate triangles in the second form are transformed into
the first form by moving P to the position of either A or B
that is closer to P. This modification affects all triangles
sharing the vertex P. Then, all degenerate triangles in the
first form are removed by just ignoring them.
Obviously, the present solution has a disadvantage that
resulting strokes may appear incorrect. This drawback is
justified by the fact that the present solution is robust and
easy to implement. Users are expected to fix incorrect
strokes (if any) by manual removal of degenerate triangles
from mesh data.
when making a quad from 2 edges - it was comparing the edge lengths to avoid making a bowtie quad. but this doesnt work in all cases, now compare normals instead.
This commit is an attempt to address degenerate triangles (i.e.,
triangles whose area is zero) that cause incorrect line visibility in
Freestyle.
There are two forms of degenerate triangles. Let A, B and P denote
the three vertices of a triangle. A degenerate triangle is a triangle
such that 1) A and B are in the same position in the 3D space, or
2) the distance between point P and line segment AB is zero. Note
that the first form is a special case of the second form. Degenerate
triangles in the first form is easy to remove by the Remove Doubles
command. This commit is intended to address those degenerate triangles
in the second form.
The implemented fix cannot address degenerate triangles in general.
It fails when a triangle touches with multiple degenerate triangles.
A more general solution needs to be implemented.
the problem was a triangle couldnt be made when there was a quad that used 3 of the verts.
* now check if overlapping face has same length as the one to be created.
* an unrelated fix - the output of a triangle was not being flagged by the bmesh_contextual_create operator.
When set to solid-shading, GPU_update_grid_buffers was calling
normal_quad_v3 to output into a mapped buffer, but normal_quad_v3
reads as well as writes.
This fix actually makes a huge performance difference with my drivers
(Gallium/Radeon).
For the preview-icon search menu (used for example in brush
selection), clip the text so that long names don't flow out into the
space between columns.
There are a number of features that use a kind of "internal linking" in nodes:
1. muting
2. delete + reconnect (restore link to/from node after delete)
3. the new detach operator (same as 2, but don't delete the node)
The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes.
Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent.
The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.