Age | Commit message (Collapse) | Author |
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* "Flip direction" -> "Flip Direction"
* "Show drawing direction" -> "Show Directions"
* "Grease Pencil Curves" -> "Brush Curves"
(I was considering "Brush Response Curves" instead, but that seemed like too much
of a mouthful)
* "X" for removing a palette. The UI there was more similar to a standard datablock
selector, so it should use the "+X" combo instead of "+-" combo for consistency.
(Note though, presets tend to use "+-" instead - e.g. see the Render Settings)
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(Ctrl-Shift-J is for "Join and Copy")
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Previously, it would insert "invisible" points after the endpoints of the strokes,
so that they wouldn't appear to be joined, but that behaviour could also get quite
confusing as you wouldn't be sure whether the strokes were really joined or not.
To keep the previous behaviour, simply enable the "Leave Gaps" option on the operator
after running it. This setting will get saved between runs of the operator.
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Previous check to skip non-linkable IDs resulted in not clearing those skipped ID's newid member,
wich lead to try to remap it later in code.
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Group membership testing for including/excluding feature lines was not
accounting for object names possibly further qualified by library file
paths.
Also fixed a few potential (but unlikely) references of uninitialized
variables.
A big thank to Bastien Montagne for the insight on the cause of the
problem and how to fix it.
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There were actually two issues, one in recent changes and one existing... forever?
I) id_make_local() would never proceed over indirectly linked data, which is required in specific 'append' context.
II) BKE_image_copy() was not setting id->newid pointer of newly copied ID.
About II: don't really know why image copy does its own cooking instead of using generaic ID copy helpers.
Think this should be changed, but that would be after 2.78 now.
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Spotted by Mai Lavelle, thanks!
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The change didn't fix difference render result on CUDA as i've hoped,
so reverting change for GPU rendering for now.
Sorry for the noise.
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In practice this wasn't likely to cause problems, but better fix.
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Drawing both text and the wave onto a sound strip makes both hard to read,
which is a concrete issue for Hjalti at the moment. This was the simplest
fix I could think of to give him control over what he sees.
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Currently cycles cannot correctly render motion blur for objects that appear or
disappear during the shutter window. Until that can be fixed properly, it may be
better to hide such particles rather than let them render as if they were
stationary for half of the frame.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2125
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Correct accidental float use
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This is a good point to change this as grease-pencil-v2 branch was just merged, so I hope merge conflicts with other branches are minimal.
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This makes constant folding logs with --debug-cycles more meaningful.
A tiny fix is needed in OSL generator to match recent node refactoring.
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It is possible that compilation will fail without giving anything in the
log buffer. For this cases giving a tip about error code will be really
handy.
Patch by @Ilia, thanks!
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Caused by merge conflicts, slipped throug when double checking.
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on OS X.
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Now all consistent and using term "properties region" instead of "properties panel". Ideally we had a more generic operator for all those.
Fixes T49006.
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Improve current Grease Pencil in order to get a better 2D animation tool.
More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov
Reviewed By: Severin, aligorith, campbellbarton
Patch by @antoniov, with edits by @Severin.
Differential Revision: https://developer.blender.org/D2115
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display on OS X.
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This patch improves UI of a recently added solver preference in boolean modifier:
{F331776}
Issue with the current UI is that it shows user unnecessary information and breaks established grid layout.
Reviewers: carter2422
Reviewed By: carter2422
Subscribers: carter2422
Tags: #user_interface, #bf_blender
Differential Revision: https://developer.blender.org/D2136
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Very weird, but let's just fall back a bit for now.
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This changes actually lead to 2x slowdown. It's getting a bit annoying
because those are the changes to make pre-maxwell cards render with the
same speed.
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takes a long time.
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Ignore that lights are not included in local view, always render them if they are on the correct layers. BI and Cycles do this as well.
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Problem was that sd->prim can be -1 for volumes and was causing check in subd
code to access out of bounds
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The problem happens because smoke collides only with the surface of the
collider and uses incompressible fluid solver. This means that scaling
the collider tries to compress or decompress fluid within the volume of
the collider, which can't be handled by the simulation. Fast rotation
likely also causes transient scaling due to emulation of arcs by chords.
This can be fixed by finding compartments completely isolated by obstacles
from the rest of the domain, and forcing total divergence within each one
to be zero so that equations are solvable. Physical validity is somewhat
dubious, but without this the solver simply breaks down.
From the physics point of view, the effect of the correction should be
similar to opening a hole from every cell to another dimension that lets
an equal amount of air to pass through to balance the change in volume.
Reviewers: miikah, lukastoenne
Reviewed By: lukastoenne
Subscribers: dafassi, scorpion81, #physics
Maniphest Tasks: T43220, T47551
Differential Revision: https://developer.blender.org/D2112
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When the colliders are joined, each cell that touches them only gets
velocity contribution once. When there are multiple objects, velocities
are summed, which causes some cells to get 2x, 3x or more than the actual
object velocity.
Fix this by using the average velocity of all colliders touching a cell.
Reviewers: miikah, lukastoenne
Reviewed By: lukastoenne
Subscribers: dafassi, scorpion81, #physics
Maniphest Tasks: T43782
Differential Revision: https://developer.blender.org/D2112
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To make the number more meaningful, also skip deduplicating
obviously unused nodes with no outgoing links.
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As a result of other folding simplifications it may happen that
two type conversion nodes end up directly connected. In some
cases it may be possible to then remove both. A realistic case
might be an optimized out Mix RGB node used to blend vectors.
It seems it's safe to optimize when B is a float3 type
(color, vector), and A is float3 or float.
Reviewers: #cycles, sergey
Reviewed By: #cycles, sergey
Subscribers: sergey
Differential Revision: https://developer.blender.org/D2134
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(Re)-setting custom normals could cause some unwanted splitting of some of them, leading
to slightly different tangent space. Simply enlarged slightly the threshold detecting
similar normals as identical ones for now, afarid this is the kind of issue that cannot
get a full complete solution for until we drop floats...
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This is for until we'll solve issues with toolkit 8.0.
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Makes it so toolkit does exactly the same decision about what to inline,
but unfortunately it has really barely visible difference on GTX-980.
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This way we can easily switch between toolkits without worrying
whether some kernel was compiled with old or new CUDA toolkit.
It's also now possible to switch machine architecture and have
proper cached kernel detected. Not as if it happens every day,
but i did such a bitness switch back in the days :)
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Can't see any reason for this behavior (inherited from 2.4x code), so for now just removing it.
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Delete old caches when changing cache type.
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Make 'Laplace' filter an edge filter operation, since this what it is
typically used for, and such operation does not affect the input's alpha
channel.
Reviewers: sergey, campbellbarton
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1817
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It's easy to connect a simple value to output without forcing
conversion to color by using the Strength socket of Emission.
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Doubt this is intentional.
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The cause seems to be that despite dt_frac being computed as
1/(subframes+1) with integer subframes value, it doesn't always
add up to exactly 1.0 due to precision limitations. If the sum
is similar to 1.00000???, the last subframe is skipped, and all
particles that were supposed to be emitted in that interval are
emitted next frame, with the code working incorrectly due to
skewed time range.
To fix, separate the code from the dynamic timestep feature that
adjusts the last subframe length into a separate function, and
use it even when dynamic timestep is disabled.
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@neXyon, mind backporting it to your upstream? :)
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