Age | Commit message (Collapse) | Author |
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- BKE_lattice_deform_data_create was init_latt_deform.
- BKE_lattice_deform_data_destroy was end_latt_deform.
- BKE_lattice_deform_data_eval_co was calc_latt_deform.
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Also improve alignment.
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Naming is from legacy code where the deforming object was the parent.
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This is an improvement over 2.7x which converted edit-mesh to mesh
(CDDM) for all 3 modifiers.
Overall this increases performance in edit-mode by around 15-20%.
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Caused by the optimization of `Skip EditMesh to Mesh Conversion`.
Now that EditMesh is used when the Mesh has no modifiers, do not
skip the selected elements.
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Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...
If performance issues still arise, we'll investigate other solutions.
This should also make T73154 obsolete now.
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This patch makes the infamous "Cancel" error in the viewport a thing of the past. Instead it
now shows a more useful error message and streamlines the error handling process in CUDA.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8008
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Just uses same code as for all the other ID types.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7995
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The viewport, display order matches modifiers and the outliner.
Differential Revision: https://developer.blender.org/D8001
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When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442
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This upgrade required a few changes:
- Some parts of our patch are no longer necessary, as the USD library
now includes those changes.
- The rest of the patch needed adjustment as the `pxr/base/lib/*`
directories in USD's source code have moved to `pxr/base/*`.
- Updated library names on Windows -- thanks @LazyDodo.
Note that this does not enable the USD Python API for inclusion in
Blender. It just aims at being an as-simple-as-possible version upgrade
of the USD library.
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The material binding API that we used was removed in the Universal Scene
Description library version 20.02. Using this new API, the code is
compatible with both USD 19.11 and 20.02.
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Famous "should just work", but will never know until actually attempted
to be used.
Ref T76783.
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This can be requiered for some add-ons and for some reason this prop was missing in RNA.
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Similar to previous commit, aims to resolve compilation on
devtoolset-6.
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Smells like GCC bug [1], which is backed up by the fact that locally
GCC-10 and CLang-10 works fine.
Since the change is trivial (and, arguably, correct since there is
no real difference between tests code and actual code) seems fine to
fix.
Fix suggested by Jacques Lucke, thanks!
[1] https://gcc.gnu.org/bugzilla/show_bug.cgi?id=56480
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This was caused by DST.dupli_origin not being reset properly. This had
not effect in master but has effect in EEVEE motion blur branch.
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Apply the sRGB transform workaround we already apply for Monado (and used
to apply for Windows Mixed Reality).
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Steam just released a SteamVR update with OpenXR Developer Preview
support:
https://steamcommunity.com/games/250820/announcements/detail/2396425843528787270.
Once SteamVR is set up for OpenXR (see link above), it works with
Blender "out of the box", thanks to OpenXR!
We have to apply the sRGB transform workaround for SteamVR though,
otherwise it renders way too dark. Done in the next commit.
Note that AMD users may still only see a pink screen, because the
OpenGL-DirectX compatibility fails. I will check on a fix again.
For SteamVR on Linux we may have to wait for until it supports OpenGL
rendering for OpenXR. Alternatively, we *could* add initial Vulkan
support at Ghost level and use Vulkan<->OpenGL interoperability
extensions, Monado uses these as well.
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Move armature/curve functions into their headers,
they were previously in BKE_lattice.h
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- Use 'float (*)[3]' to avoid casts.
- Remove unnecessary float[3] copy in gpencil_deform_verts.
- Use MEM_SAFE_FREE
- Use const arguments.
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Prefer meaningful function names over redundant NULL arguments.
Also clarify variable names as it wasn't obvious the object-data
is part of the object target.
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Fixes T77353
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This is really doing two operation so using the ampersand makes more
sense.
Also selection sounds better than selected.
This also adjusts the name in the text Edit menu which was an issue
raised in T68738
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Override collections do not support that, add proper checks in BKE code
adding objects to collections.
Also try to find a suitable collection in parents in that case.
Note that this is enforced on 'public' API level, internal code can
still bypass those checks if needed. Exposing this possibility to public
API should not be needed.
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This resulted in compile errors.
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This header defines default placement versions of operator new.
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Limit support for `GLEW_ARB_base_instance` to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
(TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
`GLEW_ARB_draw_indirect` as it has an OpenGL3 context what also matches the minimum needed
requirements.
We use `GLEW_ARB_draw_indirect` as a target for `glMapBuffer(Range)` what is part of the
OpenGL 4 API. So better disable it when we don't have an OpenGL4 context.
Note: fix should be ported to Blender 2.83 LTS
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7994
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Happens when some of the color correction terms are mathematically
undefined: foe example, when pow() is to be calculated and the X
argument is negative.
There is no ground-truth result in such cases, so ignore such terms
entirely.
This is a generalization of D6696 from Jacques.
Differential Revision: https://developer.blender.org/D7966
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This makes it easier to write range-for loops over all items
in the map without using auto.
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- Remove the operator, use a generic operator instead.
- Switch between PREVIEW/SEQUENCER as the mixed state isn't as useful.
- Add menu item to make the shortcut discoverable.
- Remove unused & broken "View Type" menu.
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This causes the search result to be less predictable as well as
including menu items multiple times.
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Use 0.0254 for conversion as 39.3700787 isn't exactly 1/0.0254
and can't be written as a round float/double.
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