Age | Commit message (Collapse) | Author |
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generic pchan_to_pose_mat().
After two months, think we can get rid of it, it’s in svn anyway if we ever need it!
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- Use (void) instead () for function declarations without arguments
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Sponsored by the Blender Development Fund.
http://www.blender.org/blenderorg/blender-foundation/development-fund/
Remarks:
The original code was not designed to support moving obstacles so I had to introduce some velocity constraints into the code to prevent smoke from exploding. If this causes problems with "fire" emulation, please let me know.
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- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
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to BLI_array macros.
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Expose option into interface to use modal solver which currently
supports only tripod motion.
This solver requires two tracks at least to reconstruct motion.
Using more tracks aren't improving solution in general, just adds
instability into solution and slows down things a lot.
Refirement of camera intrinsics was disabled due to it's not only
refines camera intrinsics but also adjusts camera position which
isn't necessary here
To use this solver just activate "Tripod Motion" checkbox in
solver panel.
Merged from tomato: svn merge ^/branches/soc-2011-tomato -r45622:45624 -r46036:46037
P.S. Quite experimental yet, requires more checking and probably
tweaks to prevent camera jumps when tracks apperars/disappears
from the screen.
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* Fix for [#31099] Audio in Meta-Strips Plays Beyond Strip Cut
* Adding a split files option to the mixdown operator which then renders each channel into a separate file
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and allow to interact with tracks for operators which doesn't require image.
Merged from tomato branch: svn merge ^/branches/soc-2011-tomato -r45624:45625
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- replace inline face UV center calc.
- use const float[3] for mesh and uv functions.
- remove unused define
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bmesh grr!)
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Tracker 31061
It cures the stiff quad option and does not seem to harm.
Nowever the stiff quads behave strange in a ngom mesh.
I can imagine that other parts in the sofybody module may be broken by the ngon structure. Well ngons and softbodies are not relly friends:
negon wants less edges softbodies would work better if more structural edges were possible
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BM_face_split() to check for doubles.
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settings store.
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overlapping source and destination).
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vertices used within the same polygon.
(which would crash otherwise)
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own save options rather then using the render options (works like image save a copy).
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PVS-Studio
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to reuse the flag later)
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were calculated 3 times, cuts 78 instructions from resulting assembly (gcc -O2).
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when calling _face_getIFCoEdge. add asset so passing wrong value errors out in debug mode. gives small speedup to subsurf.
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- updating normals in py/api's mesh.transform() wasn't working and gave annoying print, disable this, script authors can call calc_normals explicitly if they need.
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(input still knows about them) - was reported as a bug.
also fix minor rip bug where active selection was lost.
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objects in the instanced group were not scaled according to the particle size, which would be expected when rendering as 'Whole Group'. Requested by Francesco Siddi (fsiddi) over IRC.
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maceros had unused args in both cases).
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Patch by Justin Dailey, simplified a bit.
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also add code cleanup script which runs uncrustify and then undoes trailing whitespace edits (reducing diff noise)
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while in edit mode.
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Don't create empty tesselated faces layers in edit derivedmesh, these are
being created on the fly so this will conflicted, and use loop data for
opengl attributes for edit derivedmesh drawing.
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use for editmode ngon filling.
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In fact there were several issues fixed (all of them regressions since bmesh merge):
- Creating navmesh crashed because creating new faces for mesh was trying to set
default values for all customdata layers in this face. This requires memory
pool created for this datablock.
Usually this pool is creating on creating datablock if there're some elements
to be stored in this block. In cases of regular primitive creating it wasn't
an issue because they doesn't create customdata layers, they only creates
geometry.
Navigation mesh creates geometry and customdata layers (CD_RECAST layer)
which used to confuse a bit custom data functions. Solved by ensuring there's
memory pool created for polygons datablock after adding new custom data layer.
Most probably it's better to be resolved on CD level (like smarter track on
changed amount of stored data and so) but prefer not to make such global changes
so close to the release.
- Toggling edit mode lead to loosing recast datalayer. Solved by adding recast
layer to bmesh mask so it'll be copied to/from edit mesh.
- Some part of code assumed raycast layer is in face datablock, some that it's in
polygon datablock. Made it to be in polygons datablock.
Kind of temporary solution to make navmesh working, probably it'll fail if one
will want to edit navmesh by hand after it was generated.
Proper way would be to ensure the whole navmesh things are using ngons.
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the node to read arbitrary multilayer exr files. Output sockets of this node are now generated dynamically when the image is updated. The image buffer has to be loaded to detect multilayer files on update.
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This call is still needed when loading editmesh because some operations
are not creating CD layer for new loops (like crating new face) and
to prevent loosing all sculpted data when running disps correct
displacement maps should be allocated on loading edit mesh.
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This feature did have a number of flaws and caused some controversy, so removal is the better option. Hiding nodes without prior connections would just hide all the sockets, leaving an unusable node. Better way is to use the ctrl+h shortcut to explicitly hide unused sockets when necessary.
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merge it didn't need to be) - now rendering uses its better if its threadsafe.
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