Age | Commit message (Collapse) | Author |
|
|
|
|
|
Conflicts:
source/blender/blenkernel/intern/particle.c
source/blender/editors/space_view3d/drawobject.c
source/blender/makesdna/DNA_particle_types.h
source/blender/makesdna/DNA_texture_types.h
source/blender/makesrna/intern/rna_particle.c
|
|
This works for all pointdensity use cases, BI as well as Cycles.
|
|
This color is currently only displayed in the viewport (when enabling
"Texture" color mode in the Display settings). It will be used for
controlling the smoke color when using particles for smoke emission.
Conflicts:
source/blender/blenkernel/intern/particle.c
source/blender/editors/space_view3d/drawobject.c
source/blender/makesdna/DNA_particle_types.h
source/blender/makesdna/DNA_texture_types.h
source/blender/makesrna/intern/rna_particle.c
|
|
|
|
This extends the point density evaluation to also store RGB color values
in the array provided by Cycles.
Since internally all Cycles textures are 4-float RGBA textures anyway,
it does not make a lot of sense to store density and color separately.
This could eventually be preferable to avoid unnecessary storage.
|
|
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
|
|
This is basically copied from existing cloth sim settings, with a good
deal of cleanup and sanitization.
Unlike cloth parameters, the damping values are described as relative
to their associated stiffness values for springs. This is much easier
to use in practice and less prone to lead to unstable simulations.
Damping simply works best when the force is in the same order of
magnitude as the stiffness, so having a relative factor requires much
less adjustment on the user side.
|
|
|
|
Also renamed StrandSimParams to HairSimParams, since strands are only
the agnostic data structure, while these parameters are specifically
used to simulate hair-like behavior. Other simulations could use strands
but implement completely different kinds of physics (e.g. grass, ropes).
|
|
|
|
These connect strand points to ensure constant length and form the main
spring system in strand simulation.
Note that parameters are still hardcoded.
|
|
|
|
before performing a time step.
|
|
Note that roots are currently not animated.
|
|
Additionally the time can be scaled using the timescale parameter.
|
|
baking.
For now this simply applies gravity and applies the basic hair solver
for velocities and positions.
|
|
Allows mattieu's masterplan to keep overdrop at higher sequencer space
and all strips lower.
This won't align text so well though, but will leave it simple and he
can give feedback later.
|
|
|
|
|
|
|
|
|
|
subtypes.
|
|
cache manipulation.
Strand data in caches is now stored in a named list, so we can avoid
adding strand data in every frame.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
used in few places
|
|
This function is used in every part of the code, and has been causing
great pain when deleting 15 hours worth of baking in an instant.
The complexity of the code makes it unfeasible to fix this selectively,
so for now simply disallow the code from deleting any of the files.
For selected well-defined cases the deleting can be reenabled later,
e.g. when the user presses the `Bake` button and confirms deletion in
a popup.
|
|
where cache files might get deleted.
|
|
|
|
|
|
* Moved the context handling stuff into gpencil_utils.c
* Moved the datablock and layer operators out into their own file too. Again,
these weren't related to the other stuff that much
* Split the GPencil to Curves operator out into its own file (gpencil_convert.c).
This was quite a massive blob of code (48kb) that was not that related to the
other operators still in that file (gpencil_edit.c)
|
|
|
|
Caused by changes in 31e26bb83b. This makes it fall back to the old
method if we can't find a screen.
Patch is actually by @LazyDodo with minor edits by me.
|
|
generating a new dupli instance on every frame.
|
|
It's a common operation that may be useful later, no reason to keep this
hidden.
|
|
|
|
|
|
This argument was unused and got nicely optimized out. But once it
starts to be using registers are getting stressed really crazy,
causing slow down of render.
|
|
Seems like there is currently now way to get the full data path
reliably. So instead of the old "..." this patch just displays
(null) which also isn't really useful.
|
|
This should hopefully prevent some random crashes.
|
|
Another experiment for gooseberry. We should make Blender smarter
here in general, but it's a start.
|
|
D763 ready for testing from the sheepy people.
|
|
|
|
|