- User Since
- May 3 2014, 5:02 AM (302 w, 1 d)
Jan 17 2020
Jan 11 2020
Dec 26 2019
Dec 17 2019
Dec 4 2019
Don't know why but I'm able to push and pull on remote branch temp-lanpr-review. Maybe try git pull once and see? I'm not quite sure about how the script works. You can apply this patch to master and compile. the older branches are not used as of now.
Dec 3 2019
Warning message for GPU cache size overflow. Useful in big scenes that could hint the user to use bigger sized cache.
Up to date with latest origin/master
Nov 30 2019
Nov 28 2019
Missing a bracket. Fixed.
- Cleaned up thread lock execution path, making LANPR internal state is predictable.
- Use locked scene loading for LANPR, lock is released when LANPR finishes loading the scene, this avoids accessing potentially deleted scene data from depsgraph when it's running in background thread.
- Removed camera and scene reference in LANPR_RenderBuffer for the same reason as above.
Nov 27 2019
- CollectionLANPR changed to pointer.
Just checked the runtime cache of LANPR data, the computation intermediate result can't be saved into DNA because it could easily go beyond Gigs of data. Other parts of LANPR data is already in SceneLANPR and CollectionLANPR.
Nov 22 2019
Right. So it's better to use pointers and to only initialize for LANPR configured collection. That might be a better idea. Thank you!
I checked the data structure of existing LANPR stuff, I think the idea of how to save/load LANPR data is doable. I'll do a following update on this.
Fixed some comments pointed above. I'm looking into the rest.
Nov 20 2019
Fixed multisample texture calls due to DRW_ to GPU_ call changes.
Cleaned up, Now use temp-lanpr-review branch.
Fixed stuff commented as above.
Nov 18 2019
Clean up code, including data types, variables and function definitions.
Nov 17 2019
Fixed the comments above.
Nov 15 2019
- Fix assertion errors when scene is removed and re-created.
- Fix assertion errors in render view.
- Material marking errors fixed.
Nov 14 2019
A description of how LANPR store it's global and cache data:
- Ortho view now works in viewport.
- Fixed float/double format matrix thing.
- Added the missing compiler flag in blenkernel, which fixes the memory leak when deleting scene on quit.
Nov 13 2019
- Cleanup the unused property and float value format.
- Removed chaining threshold value in LANPR engine. That value is only effective in grease pencil conversion.
Ortho view in the viewport now displays correctly.
Nov 8 2019
Nov 6 2019
Fixed memory leak when using auto update in the viewport.
Nov 4 2019
Added compiler switch in the space_api folder.
- More clear statement for endpoint flag value in chain drawing.
- Removed redundant snake mode file. Cleaned up header defines.
- Removed redundant code in readfile.c
- Fixed the bracket issue.
Reverted the changes in smoke.c to origin/master
Nov 3 2019
Added build options for LANPR in python scripts.
Added compiler options for LANPR in various places. Now you will be able to compile with or without LANPR.
Added freestyle option back for the edge mark UI.
Cleaned up lanpr conditions in space_view3d.py.
Fixed the comment
- Reverted "lanpr" to "freestyle" for edge mark operators.
Nov 2 2019
- Removed the redundant is_unit_transformation() script.
Uploaded a wrong diff. Fixed.
- "MultiStroke" -> "Multiple Strokes" naming change.
- Length modifier now has another tip length value to avoid end-point jittering.
- For Multiple Strokes modifier: When duplications==0 then disable, don't use the checkbox for it.
Sorry, the file was probably merged back from anther temp branch. Now fixed.
Oct 30 2019
Deleted temp-lanpr-cleanup, use temp-lanpr-cleanup2 instead.
Changes made in this diff:
Removed "reset object transformations" script for grease pencil target.
Looks like after some diff operations I've managed to make temp-lanpr-cleanup working again. Let me check if I the second branch can be deleted.
- Shader variables naming now consistent.
- There used to be another merge problem from long time ago in one of the eevee shaders now fixed.
- Included camera and object UI panels for easy debugging. (other UI changes in separate child patch)
- Fixed reportedly wrong edge flags for intersection and material separator lines.
Oct 17 2019
Oct 10 2019
Reverted the DEG_id_tag_update() line.
Fixed code styles and discarded BLI_map.h changes.
Code style fixes.
Sep 27 2019
This problem of random appearing/disappearing lines is due to freestyle's occlusion algorithm. Upcoming LANPR patch will include a smooth contour modifier that deals with freestyle's line problems on subdivided models. We may not be fixing freestyle at the moment and will be focused on LANPR.
Sep 21 2019
Thanks. I'll take a look. Looks like that we don't really need many of those flags. But that's how blender's existing scripts are done....
Sep 18 2019
Sep 15 2019
Added layer/material selector for UI/functionality consistency with other GPencil modifiers. Works after simple test.
Fixed stroke shrinking function for correct length handling. Now Length modifier in both relative and absolute mode works correctly, and they handles 0 length situations correctly.
Sep 14 2019
No, this is stand-alone and don't need LANPR patch to run. I'll remove this from gp-object branch later.
Sep 13 2019
Committed into master.
It doesn't crash for my tests, If you had more complex scene, a example file would help to check if the fix really worked. Thanks!
Here I provide a diff for the fix, After using blender -d, doesn't appear to have any moew memory leaks from my tests including multiple sample operations.
Sep 12 2019
Removed MOD_Featureline.c. No longer needed.
A symbol problem in one of the python script. Fixed. Sorry...
Undone Freestyle changes.
Changed target material and layer selector from number into string selector.
Sep 8 2019
Sep 5 2019
Update on the fixes. This is still the LANPR bulk.
Sep 4 2019
I'm posting the updated patch for Smooth Contour and some GP modifiers as sub tasks here. (Tomorrow) They do not directly interact with LANPR but they will be included anyway. Main part is still being fixing, hopefully be ready before the end of the week.