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- Nov 18 2013, 5:57 PM (444 w, 8 h)
Yesterday
Based on the different arguments mentioned in https://hackmd.io/@II9-Bkl4TJifCqGL2jgbUw/BkZ-b7Bv9, I come to the conclusion that we should use a rest_position attribute on the surface.
Working with surface_rest_position and surface_rest_orientation attributes on curves has some benefits in some use-cases and could be added later if there is need for it.
- fix typo
I have a few more small comments, but overall looks good to me. I'm also accepting in the name of Hans, since he is on holidays and his concern has been addressed.
- Merge branch 'blender-v3.2-release' into custom-node-group-asset
- improve operator poll
It should be noted that this is a problem specifically with sculpt-undo. When I convert the layer and undo while I'm in object mode, it works fine.
There is a comment /* Memfile undo killed the layer; re-create it. */ which begs the question why undo killed the layer in the first place.
From what I can tell, the Attribute Capture node works perfectly fine here (check with the Viewer node in the spreadsheet).
The problem is that the Mesh to Curve node expects an edge selection, however you provide a point attribute. That's generally not an issue, because the node would just interpolate the point to an edge attribute, but in this specific case the interpolation does not do what you want.
Hmm, difficult. The change is caused storing correctly normalized coordinates in CD_ORCO instead of unnormalized coordinates (in MOD_deform_mesh_eval_get). Still not sure at which level this can be fixed unfortunately..
The issue is that node_add_group_exec does not know what type of node to add. It usually determines the node type by calling node_group_idname, but that only works for built-in tree types.
Note, the fix for the very specific example case is to just return "CustomNodeType" from node_group_idname in the default case, but that's not a generic fix obviously.
Sun, May 22
Why is the latter necessary when the named constructor already exists?
- cleanup
Sat, May 21
I don't like it either, but it's not something we can break now. It's used quite a lot in practice.
Ok, check other compilers we support. Found that clang 8 compiles, but generates warnings: https://godbolt.org/z/MGcd5eMMe
Since we still support clang 8 (https://wiki.blender.org/wiki/Building_Blender#Compiler_Versions), it would be good to check for that somehow. Not sure where the right place for that check would be. I couldn't find similar checks for clang right now.
Fri, May 20
Started writing some notes about the different arguments for using rest_position on the surface vs. using surface_rest_position and surface_rest_orientation on curves: https://hackmd.io/@II9-Bkl4TJifCqGL2jgbUw/BkZ-b7Bv9
I'm not sure a guard is necessary.
- Merge branch 'master' into no-unique-address
- more cases
- use macro for msvc support
The current behavior is described in the is_output_node method. Will try to implement the todo comment there, with some luck that will solve the issue.
It seems like the issue is that the beginning of btDiscreteDynamicsWorld::stepSimulation computes that there should only be one subset. clampedSimulationSteps always ends up being 1 for me. I don't really know why that is yet. The meaning of the timeStep and fixedTimeStep input to the function is not clear to me.
- disable warning
How much do we want to let BKE_mesh_tag_positions_changed know what changed? For example, if all vertices are translated, we might not want to re-calculate tessellation or normals.
- cleanup
Thu, May 19
- Merge branch 'master' into pinch-brush
- add clump radius property
- take brush direction into account
- support clump radius
Wed, May 18
- increase strength
- Merge branch 'master' into pinch-brush
- fix
- pinch improvements
Tue, May 17
This is a general design issue when switching from dedicated UV map attributes to generic float2 attributes, not sure if a solution was considered for that.
Yeah fair enough, will add that to the description.
- missing null check
- Merge branch 'blender-v3.2-release' into has-image-animation-check
- cleanup
- move some functions to bke
- remove more dead drawing code
Thanks Brecht, that helps a lot!