Age | Commit message (Collapse) | Author |
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- Remove 'rotate_m2', unlike 'rotate_m4' it created a new matrix
duplicating 'angle_to_mat2' - now used instead.
(better avoid matching functions having different behavior).
- Add 'axis_angle_to_mat4_single',
convenience wrapper for 'axis_angle_to_mat3_single'.
- Replace 'unit_m4(), rotate_m4()' with a single call to 'axis_angle_to_mat4_single'.
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When major/minor segments didn't fit evenly into 4,
the UV's would move outside the UV bounds.
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This is no longer needed since moving to MPoly/MLoop data structure.
Also use 3x3 matrix for transforming instead of quaternion
(slightly better performance).
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Was giving huge artifacts in the barber shop file here in the studio,
Maybe not fully optimal solution, but committing it for now to have
closer look later.
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Spotted by David (bocs), thanks!
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Reported by Dalai in IRC, thanks!
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All objects were being parented to a single instance of each parent
object, instead of their respective instances, when using dupliverts or
dupligroups.
Behavior was caused by the `persistent_id[0]` (vertex/face id) being
ignored when computing `parent_gh` hash, which caused all instances to
have the same hash, and thus only the first one was included.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2370
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Should be no functional changes.
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Kinda stupid, but big nice warning about need to try clean build if
something fails was only showing in case install_deps completed
successfully... :P
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There is syscall headers but no SYS_Write syscall.
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Was affecting armatures' pose drawing code, could try to draw with
non-updated pose, which may contain NULL bone pointers (e.g. after some
data-block management tool execution, like make local, remapping, etc.).
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Main intention is to give some quick way to control scene's memory
usage by clamping textures which are too big. This is really handy
on the early production stages when you first create really nice
looking hi-res textures and only when it all works and approved
start investing time on optimizing your scene.
This is a new option in Scene Simplify panel and it acts as
following: when texture size is bigger than the given value it'll
be scaled down by half for until it fits into given limit.
There are various possible improvements, such as:
- Use threaded scaling using our own task manager.
This is actually one of the main reasons why image resize is
manually-implemented instead of using OIIO's resize. Other
reason here is that API seems limited to construct 3D texture
description easily.
- Vectorization of uchar4/float4/half4 textures.
- Use something smarter than box filter.
Was playing with some other filters, but not sure they are
really better: they kind of causes more fuzzy edges.
Even with such a TODOs in the code the option is already quite
useful.
Reviewers: brecht
Reviewed By: brecht
Subscribers: jtheninja, Blendify, gregzaal, venomgfx
Differential Revision: https://developer.blender.org/D2362
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This will make triple buffer used by default for such configuration.
Ideally we would switch to triple buffer on all platforms, but let's
do it in 2.8 branch and don't open can of worms in master now.
This should solve issues like T49945.
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This was fixed in upstream already. Time to re-bundle?
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Something was conflicting here, causing C++ to consider bool as
a __vector(4) bool.
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This is very confusing, in fact, and rna tooltip was wrong,
BKE_object_make_local_ex actually ensures we never have several proxies
of same object, since it always clears proxy when it has to copy object
to make it local...
What that RNA function is probably missing, though, is same logic as in
BKE_library_make_local to actually remap proxy from old linked object to
new local one.
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I) `clear_proxy` parameter was not assigned to parm in RNA define code,
so 'pyfunc optional' flag was set to `new_id` parameter of `user_remap`
func - super ugly!
II) `clear_proxy` parameter itself, when set to False, would allow to
leave .blend file in invalid state (more than one proxy of same object),
this should never, ever be allowed in RNA API imho. Left the PAI
untouched for now, just disabled any effect from this parameter (hence
always clearing proxy when copying).
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Libquery/generic ID remapping code handles this now.
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evaluate constraints
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There is some define conflict between system headers and clew,
so delay include of clew.h as much as possible.]
This is something which needed to be done in the code before
the refactor, hopefully such change will still work.
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The issue was caused by wrong object re-tag needed to have proper dependnecies
update for OpenSubdiv.
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compilers ignored.
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System tab.
For the multi-GPU case users still have to reconfigure the devices they want to use.
Based on patch from Lukas Stockner.
Differential Revision: https://developer.blender.org/D2347
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This can be used together with camera culling to keep nearby objects visible in
reflections, using a minimum distance within which objects are visible. It is
also useful to cull small objects far from the camera.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2332
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This worked by accident because of struct padding,
treat state as a CARD32 as documented.
Matches wine-x11 usage.
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When the parent object matrix change after the layer was parented, the
inverse matrix for strokes must be updated when editing strokes or the
transformations will be wrong.
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Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2368
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We need to check node tree links are still valid, after we remapped
some NodeGroup.
Note: In fact, we have to run that for *all* ID types, since nodes may
use any kind of data-block (in theory)... :/
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Another nice crasher - in this case, we just want to nuke all sockets...
Related to T49991.
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lists.
Nice crasher (though seems to not be much used so far)!
Related to T49991.
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Forward compatibility code should never, ever be run during undo saving.
Note: related to T49991 (but does not fix it either, crash now happens
when doing a real file save...).
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Yep. Kinda ridiculous, but forgot to handle the very node trees
data-blocks in that editor!
Related (but not fixing) to T49991.
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Adding a torus in edit-mode, with 'Generate UVs'
for example would either create another UV layer with the default name or
switch to the default UV layer name if it exists.
Now use the existing UV layer if present.
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Returned value was always false, even for valid meshes,
note that this is a debug-only function.
Also set internal-tag cleared.
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Print in cosole a warning when we skip autosave due to runnning modal op.
Related to T49974.
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