Age | Commit message (Collapse) | Author |
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Caused crash because MFace is no longer a layer which is added unless requested,
causing CDDM to have numTessFaceData nonzero, but mface set to NULL.
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Notes:
* Code in rendering and in game engine will still convert
tangents to a tessface representation. Added code that
takes care of tangent layer only, might be removed
when BGE and rendering goes full mlooptri mode.
* Baking should work discovered some dead code while
I was working on the patch, also tangents are broken
when baking from multires (also in master), but those
are separate issues that can be fixed later.
This should fix T45491 as well
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plane.
Make sure sculpt plane is recalculated for every tiled dab.
Note this is not the optimum thing to do, we could cache the original
sculpt plane and reuse that, but this would require us to rearrange the
logic of tiled sculpting somewhat. This can be a TODO, but for now this
will fix the issue.
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Missed from D1424
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* Did not check data2, this partially fixes T45583.
* Initialize data2 in some closures to avoid potential problems.
Differential Revision: https://developer.blender.org/D1436
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islands
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Basically non-manifold edges are expected to be sharp by OpenSubdiv.
There\s still some work required, see the inlined comment.
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Now the code survives multiple non-manifolds happening on the vert.
Still not totally optimal but at least gives much better mesh support.
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Looks like derivedmesh draw code always assumed a mesh is available.
Make sure that if we use a bmesh, a flag is used to control that.
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Feature is found as per channel option in graph editor.
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Basically it's a clean keyframes tool, but also removes a channel if the
only remaining keyframe has the default value only and is not used by
drivers or generative modifiers.
It's was used to help with performance of keyframe-heavy scenes in
gooseberry.
Note, as always the curve left after the clean tool is used is not the
same as the original, so this tool is better used before doing custom
editing of fcurves and after initial keyframe insertion, to get rid
of any unwanted keyframes inserted while doing mass keyframe insertion
(by selecting all bones and pressing I for instance)
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Originally D966 by @lukastoenne, with own additions
- trees can be initialized from Object's, BMesh,
or passed in as vert+polygon arrays.
- original indices of ngons/faces are used. (instead of tessellated indices).
- ray_cast, find_nearest methods
- find overlapping faces between 2 trees
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Treat scrubbing as animation.
This is checked during various updates to avoid
some costly calculations.
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If it's still considered useful please move it inside G.debug or ifdef code.
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- Fixed crash loading multilayer EXR
- Fixed another memory leak loading multilayer EXR
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Access arrays directly, avoiding type-check every time.
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Also add BPy_BMElem_PySeq_As_Array_FAST
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Would only happen when the list-length was an unexpected size.
Also add PyC_AsArray_FAST
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This code is not thread-safe and there's no easy way to synchronize
render and viewport threads for this operation, so for until we've
got some nicer solution we just disable dangerous buttons.
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if we skip creating the selection color layer.
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The issue was caused by the non-threaded texture API used by the node.
While the node itself is single threaded there might be texture nodes
in different execution groups running in parallel.
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Clipping wasn't working totally correct, need to check original coordinates,
not the integer ones,
Now CPU gives the same exact results for both SVM and OSL, CUDA is still doing
something crazy with edges.
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Also SSS node was using wrong Normal input index.
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- Fixed building without for cmake.
- Scons can now build without audaspace too.
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This type causes pixels outside of 0..1 coordinate range to become transparent.
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For now there's no OpenCL support, it'll come later.
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