Goal of this commit is to support NGons for boolean modifier
(currently mesh is being tessellated before performing boolean
operation) and also solve the limitation of loosing edge custom
data layers after boolean operation is performed.
Main idea is to make it so boolean modifier uses Carve library
directly via it's C-API, avoiding BSP intermediate level which
was doubling amount of memory needed for the operation and which
also used quite reasonable amount of overhead time.
Perhaps memory usage and CPU usage are the same after all the
features are implemented but we've got support now:
- ORIGINDEX for all the geometry
- Interpolation of edge custom data (seams, crease)
- NGons support
Triangulation rule is changed now as well, so now non-flat
polygons are not being merged back after Carve work. This is
so because it's not so trivial to support for NGons and
having different behavior for quads and NGons is even more
creepy.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D274
The blur operations were clamping the filter size to 1, which prevents
no-op blur nodes. Further any value < 1 would also be ignored and in
many combinations the filter scale setting ("Size") would only work in
integer steps.
Now most blur settings will work with smooth Size value scaling as well,
meaning you can choose a reasonably large filter size (e.g. 10) and then
use the Size factor to scale the actual blur radius smoothly.
Note that non-integer filter sizes also depend on the filter type
selected in the Blur node, e.g. "Flat" filtering will still ignore
smooth filter sizes. Gaussian filters work best for this purpose.
Updating rpms built from 'make package' has issues using the git hash since it isn't in a set order like svn commits, this lets it use the date to determine if the rpm is newer than the installed version.
Also updates the license text.
Those derived meshes (used in Edit mode) were using simple sum of neighbor poly normals to get vertex normals,
while everywhere else in Blender we use weighted sum of such poly normals.
Patch: D311
Reviewed and enhanced by Campbell, thanks!
- swap Z/Y axis so Z changes hue and X/Y change location.
this way you can use ndof like a joystick and Z rotation like a dial
for the hue.
- change sensitivity when shift is held to be 1/5th
This is really a workaround which brings back direct display
list creation from drawing code. This is rather nasty to do
but proper solution would require some major sequencer redesign.