Age | Commit message (Collapse) | Author |
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The header which was put to the CMake project is not by any means used
during compilation, it is only used when manually updating CUDA wrangler
from CUDA headers.
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Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D1917
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SubdMesh to Mesh
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1915
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This is only the UI change, there is no underlying code change in this commit.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D1910
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NOTE: this is only the first of many patches towards completing the subdivison
and displacement system in Cycles. These patches will be reviewed and committed
one by one over the coming weeks.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D1909
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There are couple of reasons:
- Volume shader on hair does behave really weird anyway and it's
not something considered a bug really.
- Volume BVH traversal were only used by camera-in-volume check,
which doesn't really make sense to take hair into account since
it'll be rendered wrong anyway.
Such a removal makes both code easier to extend further (as in,
no need to worry about those traversal for hair bvh) and also
reduces stress on GPU compilers.
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It's no longer a pre-computed data and just a storage of triangle
coordinates which are faster to access to.
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This prevents twisted quads from self-intersecting.
This change makes the duplicate surface match the first vertex in the face,
so the diagonal indices match in the face copy.
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Sync selection option made adding a new UV layer select all edit-mesh faces.
Now just select the UV's, ignoring sync-select option.
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Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager,
this request to always update it before run any python script and allow call function like
ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global
m_sCurrentLogicManager is not updated with the proper scene logic manager.
Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add
a similar line. The following patch propose a different way:
- Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is
set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and
scene merging.
- Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name
coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the
KX_Scene::FindCamera function.
Reviewers: moguri
Differential Revision: https://developer.blender.org/D1913
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When the Moon is full it was possible to have a dead-lock in task
scheduler's exit() method.
Similar problem was fixed in Blender's task scheduler 3 years ago
in bae2a2c.
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Also do proper intial/final checks to avoid adding particle on zero-weight extreme items,
instead of using cheap tricks like 'small offset'...
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Previous fix made another issue even more visible, leading to +1 particle on first vert
and none on last one. This commit should fix both original and new issues.
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Code did not consider the possibility to have no face at all! :P
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The patch contains an implementation of the wide lines and the line stipple that is necessary for OpenGL upgrade.
For the implementation I have chosen the geometry shader because it required minimum changes for the wrapper calls and such implementation is the best for the "basic shader" architecture.
There are few shortcomings that can be corrected in future. They all are related to the fact that the lines in one strip are not connected with each other. So the stipple pattern is not continuous on the common vertex of two lines. There is also no continuity of form (each line is an independent rectangular).
But the advantage is that even outdated glBegin, glVertex work! Though with the above restrictions.
Continuity of form and stipple can be implemented with additional attributes, and it will require more changes in calls.
At the moment, the patch replaces calls for some "gestures". It works satisfactorily for "cross" or "rectangular" and not so good for "lasso" and "circle" due to the above-mentioned shortcomings.
Don't forget to set USE_GLSL to true for testing.
Alexander Romanov (Blend4Web Team)
Reviewers: merwin, brecht
Reviewed By: merwin, brecht
Subscribers: aligorith, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1880
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samples in viewport
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There was already an attempt to do it, but it worked incorrect because
of wrong recursion check.
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Support a comma separated list of frames, as well as frame ranges using the '..' separator.
eg: `blender my.blend --render-frame 1,2,10..40,100..200`
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This patch depends on D1747, which upgrades the Recast version. It exposes the new Recast partitioning methods in the navmesh generation.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1748
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The version of Recast that Blender ships with is from 2009. This patch updates the Recast version to the latest version, 1.5.0. The Detour version remains untouched.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1747
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This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
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in anim RNA API.
Please do not break API when not absolutely needed, here it was a mere parameter order issue...
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The addressed issue is a regression from Blender 2.75, after the internal
switch from double to single precision floating-point numbers in the
Freestyle code base. Face normal calculations require the higher
precision during the computations, even though the results can be stored
as single precision numbers.
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Support for driver variables that don't resolve to numbers, eg:
objects, bones, curves... etc.
Without this, Python expressions to access this data needed to use an absolute path from `bpy.data`,
however this is inconvenient, breaks easily (based on naming) and wouldn't set the dependencies correctly.
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camera rays
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Stupid me forgot that we don't have stop-element in the stack yet.
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This was caused by recent threading commit. Now because of all children
are set when they're ready need to explicitly update all parent's visibility.
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This fixes reported issue, but there could be more of those hidden in Freestyle code,
it did not handle user refcount at all (and the fact it by-passes BKE in some places
for efficiency does not help here).
Note that this should be relatively harmless, since freestyle uses own Main during
render, so everything is cleaned up in the end in any case... But better try to
handle IDs correctly here too. :)
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