Age | Commit message (Collapse) | Author |
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array instead of std::string.
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Also 'com' as abbreviation for center-of-mass is a bit confusing, rename to 'center'.
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Patch D1417 by Martin Felke, with minor edits thanks!
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Code was actually skipping setting color selection indices and previous
commit actually broke mask selection in texture painting.
All should work now.
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Caused by own changes to framebuffer selection code, code was not
packing color ids correctly.
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constraints panel.
Caused by rB404f9ddc37fc, cleanup is OK but please double-check changes before committing. :(
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While this should work, allow the build to succeed if for some reason the command fails.
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That was a primary school error caused by moving statements inside assert()
which effectivly disabled crucial code in release builds.
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There was possible race condition in the point density sampling caused
by access to the same data in particle system from sampling thread and
sampling initialization.
Could have happened when two different point density textures were using
same particle system
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This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
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The idea of this node is to sampling of 3D voxels at a given coordinate
supporting different mapping strategies (world space mapping, object
local space etc).
Currently not in use, it's a preparation step for supporting point density
textures.
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Not currently used, it's a preparation for the further work.
Should not be functional changes.
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The idea is to give artists a simplier way to control memory usage in such
scenes as grass fields by doing automatic object culling based on whether
object is visible in the frame or not.
This is controlled on per-object level. In order to use this option few steps
are required:
- Enable Simplify in scene settings
- Enable Camera Cull option in the Simplify panel
- Set camera cull margin (measured in relative value to the render resolution)
This setting is used to avoid possible flickering caused by changes in shadow
which are cast by objects outside of the frame.
- Enable Camera Cull for objects which are desired to be culled
(object culling option could be found in Option panel in object buttons).
There is still room for improvements, but this worked quite well during
Gooseberry open movie project, so think it's useful feature even in it's current
non-ideal state.
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Useful to have this always logged because otherwise it's needed to remove cached
kernels and check build flags to see which features are enabled.
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This means render devices now might skip building baking kernels in cases when
only actual render-related functionality is used.
For now it's only implemented for OpenCL split kernel device and mainly needed
to work around some compiler-specific bugs which crashes on building the kernel.
Using OpenCL for baking might still crash the driver, but at least there is now
higher probability of that GPU will be usable to render the scene.
Real fix should actually be done in the driver side.
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The idea is to make all kernels as small as possible to work around possible
issues with buggy drivers which might fail building feature-complete kernels.
It's indeed just a workaround to make at last simple test scenes to render
on OpenCL. Real fix should happen from the driver side.
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Hopefully makes it less clumzy, should be no functional changes still.
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Main issue in previous code was that you could not shift-alt-rmb select several
contiguous strips, result was pretty much unusable.
Also, enhanced general behavior of this selection mode, now (similar to alt-rm clicking
on handles), when you alt-rmb click on a same strip several times, you alternate between:
* Strip is selected, neighbor handles are selected;
* Strip and its handles are selected, neighbor handles are selected.
…which allows you to either grab or slide the strip.
And refactored a bit code too, linked_handle has a complete different logic
than without this option, simpler and clearer to completely separate them in code.
Initial issue reported by Leon Cheung on IRC, thanks!
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D1415 by @scorpion81, with minor edits
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Also, cleaned up a bit that code, and added releavnt entries in Select menu.
Reported on IRC by Leon Cheung, thanks!
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It gives issues with Glog compiled in release mode.
Need to revisit the directory layout here and compiler flag, because technically
libmv is now more an intern/ library and i'll actually prefer it to be covered
with strict flags as well. But it's a bit tricky because of libraries which we
don't maintain are in the libmv subfolder.
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It is rather annoying attitude nowadays to use const qualifier all over the
place, including using it for multi-dimensional arrays. This isn't really
supported in GCC prior to version 5.0 because it considers such an arrays
to be a "pointer to a const pointer" which gives implicit casting errors.
It's not possible to disable this particular type of warnings treated as
errors in any GCC version prior to 5.0 as well, meaning currently usage of
-Werror globally in Blender code is not possible at all.
This commit makes it possible to use -Werror in areas which are complaint
with older GCC versions. New advanced CMake options are:
- WITH_COMPOSITOR_WERROR
- WITH_LIBMV_WERROR
- WITH_CYCLES_WERROR
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Vert/Face select in painting modes weren't drawing after recent changes.
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by scorpion81 on irc
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behavior to what is intended.
Logic was just broken for the LEFT case here.
Also cleaned up and made behavior more consistant between strips and markers.
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artifacts in cycles textured mode.
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incorrectly.
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direction as the surface.
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Unfortunately, loops and polys are generated, therefore we need to keep
copies. Still not painting after this commit but at least no crash now.
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Instead only create MFace layer when its requested
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