Age | Commit message (Collapse) | Author |
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This reverts commit 2bd3acf7cd27c0c3ee77b10d56b91c3b03226d39.
Commit is valid in theory - but in practice, it means nearly all edited hair systems
would need to be re-created from scratch... Not nice, so better revert and note in code
that particle distribution is ugly and does not respect 'use modifier stack' option in most cases.
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Do same as with faces - if no orcodata is available, fill orco with current location...
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render is done.
Follow same logic in `psys_render_restore` as in `psys_render_set` - if hair and
display percentage is not 100%, we have to recompute particles...
With regular 'emitter' particles just hiding some is fine (though using random here
will not give a precise proportion...).
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to missing initialization.
Quite unbelievable this could slip in... tons of shame on me :/
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"blank") names
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Disclaimer: this is tentative fix, seems to be working but you never know with particles.
If issue arise, we'll just revert this commit and hide 'use modifier stack' option
for grid distribution instead.
This commit also try to make choice of which dm to use during distribution more generic
(deduplication of code), again hopping not to break anything. :P
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This commit:
* Fixes bad handling of 'stop iteration' (by adding a status flag, so that we can actually
stop in helper functions too, and jumping to a finalize label instead of raw return, to
allow propper clean up).
* Adds optional recursion into 'ID tree' - callback can also decide to exclude current id_pp
from recursion. Note that this implies 'readonly', modifying IDs while recursing is not
something we want to support!
* Changes callback signature/expected behavior: return behavior is now handled through flags,
and 'parent' ID of id_pp is also passed (since it may not always be root id anymore).
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1869
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F-Curves easier
Now, when trying to insert a keyframe on a driven property (using IKEY, or with
autokeying enabled), the keyframes will get created on the Driver's F-Curve
(instead of creating a new FCurve that goes into the active action, but will never
do anything). Furthermore, the x-value of the new keyframe will be the current
result of the driver expression.
Why/Motivations:
This way, it becomes easier to create corrective drivers, as you can position all
the targets the driver depends on, then adjust the driver value until it does what
you need, and then you keyframe that value to bake it into the Driver F-Curve
(in effect, "training" the computer how to behave in that case).
Usage Notes:
* In practice, that particular workflow is still quite clunky to achieve, due to some
quirks of how the driver system and the UI widgets interact. Specifically, you'll
need to disable/mute the driver before trying to edit the setting (to prevent the
driver from immediately resetting the value - before even autokey fires!). However,
if you're using the Graph Editor to preview/monitor/manage the keying process, you'll
then want to re-enable the driver before changing the targets, so that you can see
how much of a change you'll want to be applying!
* The warning about editing driver values may need to be disabled or selectively
knocked out. I had it disabled while testing this functionality, but it's actually
harmless in its current state (if just a bit annoying).
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Regression, should have been included in previous fix.
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When attempting to change a driver variable name to an "invalid" name,
an indicator will now be shown beside the offending variable name.
Clicking on this icon will show a popup which provides more information
about why the variable name cannot be used.
Reasons that it knows about are:
1) Starts with number
2) Has a dot
3) Has a space
4) Starts with or contains a special character
5) Starts with an underscore (Python does allow this, but it's bad practice,
and makes checking security of drivers harder)
6) Is a reserved Python keyword
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Handy when you need to reference connected verts directly.
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Useful when BLI_bvhtree_range_query callback calculates a new position to measure from.
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Should be no functional changes.
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increase 'real' user count.
This has several benefits:
* User count remains coherent, regardless of the order in which you use 'user_one' & real refcounting users
(i.e. if you add to group, and then link in scene, or the reverse, you now always get same final user count).
* Avoids the need to check for potential 'user_one' extra user in count in several places in code (e.g. when
making IDs single users...).
* Users won't wonder why they cannot make 'single user' and ID even though its user count shows '2'!
* readfile.c now always uses code from BKE's library.c when modifying id->us. Which means we can consider
(asside from assignment during initialization) that id->us is read-only outside of library.c context.
Note that this commit reverts previous one (rB6b1d77a8052b) - please **do not** backport this one in 2.77.
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Problem was, during initialization of boids particles in `dynamics_step()`,
psys of target objects was not obtained with generic `psys_get_target_system()`
as later in code, which could lead to some uninitialized `psys->tree` usage...
Think it's safe enough for 2.77, though not a regression.
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This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.
The current falloff modes use a formula like this inverse-square one:
`I = E × (D^2 / (D^2 + Q × r^2))`
While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:
`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`
In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.
The UI has been patched like so:
{F153843}
Reviewers: brecht, psy-fi
Reviewed By: psy-fi
Subscribers: brita_, antidote, campbellbarton, psy-fi
Differential Revision: https://developer.blender.org/D1194
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Opened and collapsed nodes now have a max width of 700px. Animation nodes add-on needs this.
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Static schedule was responsible here...
Also, made a minor optimization in case adaptative (auto) subframes are enabled,
gives a few percent of speedup here.
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Editing with spaces + auto-indent didn't delete indentation as expected.
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This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
------------------
* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
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Blend files with screen but no scene would crash.
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D1839 from @Orgold
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Changing the filepath wouldn't reload the font even after calling scene.update().
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Many other places weren't clearing boundbox dirty flag after calculation.
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Current startup .blend has old (percent?) values for particle brush strength.
Since rBe4e21480d6331903c90ab073746484498441e1ac, UI controls do not clamp automatically values anymore,
which means when you first enable comb (or any other brush) you get a 50 strength, waaaayyyy to powerful.
This commit fixes this in `BLO_update_defaults_startup_blend`, note that it does not fix custom users'
startup files, nothing to do here...
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Handling `me` data here is not good idea anyway, we override it completly with data
from `tmp` (crash came from freeing already existing bb from me, while pointer still existed in tmp).
(rediscovered it while working on T47676...).
To be backported to 2.77.
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Quite trivial idea -- just pass tread ID to the texture sampling function.
Implemented as a TLS to avoid passing huge amount of extra contexts around.
Should be working on all platforms, but compilation test is required.
Reviewers: juicyfruit, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1831
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Move to re-usable BKE_blendfile_write_partial API
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'1mm+1m' would fail with original fix, now consuming all alpha chars before checking unit again...
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`m` unit when used after `cm`/`mm`/etc. ones would get ignored, and the alt version of miles
would be used instead.
The root of the issue is that, in `unit_find_str`, once we get a 'hit' for a unit, we check
it's actual unit (since 'm' would also hit on 'cm', 'mm', etc.). In case that hit is not a
valid unit one, we would just return NULL, breaking the cycle of checks over that unit, and
hence missing all later usages of it.
So now, in case we have an 'invalid unit hit', we immediately retry to find it within remaining string.
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The issue was caused by some code accessing R from a functions which
are marked as safe for use from outside of render pipeline.
Now those functions are safe(er) for use.
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This is an alternative to passing a copy callback which is some times inconvenient.
Instead the caller can write to the key - needed when the key is duplicated memory.
Allows for minor optimization in ghash/gset use.
Also add BLI_gset_ensure_p_ex
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Speaker's localization func would not make direct-linked its used sound datablock...
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Code was using degrees as radians.
Still unclear why default cube will have 180 degrees angle, but new meshes 30,
but that's kinda separate topic which is to be addressed separately.
This is a subject for final 2.77 release.
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