Age | Commit message (Collapse) | Author |
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object scale.
The way we were getting diff to apply to vcos from target object was just bad!
Also, fixed another related issue - negated scale would be clamped to nearly zero,
now only consider absolute version of size (we do not care about its sign here anyway).
This should be backported to 2.74 (with previous commit too).
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Unseful when handling e.g. scale, sometimes.
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The issue is coming from wrong fluid modifier copy callback,
which might have left some pointers shared across original
and target fluid modifiers.
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animating
Make sure preview render job is cancelled before freeing the render engine
associated to the viewport.
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do it twice.
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For a detailed bug explanation see the comments in the report.
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There is one case where we do can have only two edges for two loops...
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This patch would reassign the relative of all keyblocks to the relative
of the deleted keyblock. And it fixes the misalignement of the index values
after the keyblock is deleted.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1176
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I noticed our version code and subversion got out of sync in the past, maybe
that's what the issue was here.
Deleting the entries from the .xml makes it fall back to the default values.
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Now the facing option is taken into account as before
This is a regression and to be ported to the final release branch.
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This is still not perfect,
but should work smoother now. Previously there was visible wobbling
while painting.
This can be included in final release.
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huge plane"
The fix was really flacky, in terms during speed benchmarks i had
abort() in the fallback block to be sure it never runs in production
scenes, but that affected on the optimization as well. Without this
abort there's quite bad slowdown of 5-7% on the renders even tho
the Pleucker fallback was never run.
This is all weird and for now reverting the change which affects on
all the production scenes and will look into alternative fixes for
the original issue with precision loss on huge planes.
This reverts commit 9489205c5c0b9b432d02be4a3d0d15fc62ee6cb9.
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Issue was caused by a bug in the memory optimization commit,
should be backported to the final release branch.
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Was missing do-versions code after rotation order change in Cycles.
This is a regression and to be ported to the final release branch.
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by Manu Järvinen
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Also remove unneeded metadata
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without VBOs would return prematurely and leak.
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Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1167
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part of D1173 by @rdb, load BGR -> RGB
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This is not limited to normal maps, it's just that normal maps cause a
mix of interleaved vertex arrays + non interleaved vertex arrays + GLSL,
which could confuse the GL. Possible explanation is that it may be
clobbering the vertex index of the shader somehow but this is difficult
to know without extensive tests and the Mac is needed by Francesco in
the morning :).
Do brute force solution instead, just force legacy drawing on Macs when
VBOs is off. On the plus side VBOs work fine, so we should be fine when
we update.
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Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.
This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
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transparent, it will render sky/transparent, regardless of the "show
world setting".
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Forbid add quick fur operator from adding fur to objects in edit mode.
Fur is not visible for them anyway and because of local undo stack used
in edit mode tweaking values of this operator does not lead to proper
operator redo.
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This is totally broken, just making sure Blender does not crash and devs
can investigate other issues that are actually fixable.
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case a system does not support drawing to many framebuffers.
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The smoke obstacle detection was using a maximum distance for BVH
checks to find mesh elements that define boundary cells in the grid.
This BVH test was using an arbitrary value of 0.6 cell units. It should
be `sqrt(3)*0.5` to account for the maximum possible distance of mesh
elements inside a cell. Otherwise some cells that should form the
boundary are not detected as such (no closest mesh element found inside
the radius), so you get gaps in the smoke obstacle.
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bones' transformations.
Temp hack for until new depsgraph is here. Thanks the Joshua and Sergey for their help.
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The issue seems to be caused by the integer overflow. It's actually
still needed to investigate why exactly buffer contained such a huge
value, but the patch is still legit and seems to be solving the issue
just nicely.
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