Age | Commit message (Collapse) | Author |
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Indeed, constructive modifiers are highly likely to modify CDLayers like vgroups or vcols!
See vertexgroup2.blend file ({F93770}) in T40523, especially obvious with subsurf modifier.
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D297 by charlie with own edits
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also edit comments for knife tool
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also add transform_point_by_seg_v3
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also add unsigned versions
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Patch by PatB with own edits
- replace BMesh with CDDM functions.
- faster remove-vertex merging.
- extend CDDM_merge_verts to be more flexible.
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Stroke shader node.
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Style shader node.
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style shader node tree.
Changes to ED_node_shader_default() were reverted since the code there was actually
not suitable for setting up the default line style node tree properly.
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Getting dominant axis (biggest dimension of bbox) was wrong, now using BLI code for that.
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The issue is that we've got hell with DEBUG and _DEBUG,
theu're defined really inconsistent acros CMake and SCons.
Used more reliable NDEBUG definition for IDP_spit.
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Goodbye VC2008, it has been a pleasure (more or less) :D SCons / CMake cleaenup will follow.
Differential Revision: https://developer.blender.org/D715
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Note this func needs some love, but this will be for later (should never have been in shrinkwrap code!).
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The issue was caused by NLA evaluation without actions not setting
id's flag as updated (as that's happening when action writes data
to the ID datablock).
Added the same flag set for the NLA evaluation as what's happening
for actions.
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The issue was caused by the render engine loading edit mesh, which re-allocates
mesh array which might be referenced by other object's derived meshed.
Worst thing about this is that updating render engine happens from the end of
scene update function, after all the objects are updated and so. This is needed
so render engine gets the update objects which is correct.
The only proper way to solve the issue is to make it so viewport engine does not
leave objects in inconsistent state, meaning nobody will reference to freed data.
In order to reach this we do edit mesh loading before running objects update so
all the objects which uses that mesh will have proper references in the derived
mesh.
This also solves old creepyness which happened before when having single object
in edit mode. tweaking it will calculate derived mesh as a part of scene update,
then this derived mesh will be freed by edit mesh loading and viewport will be
creating derived mesh again.
Now render engine is expected to do nothing with meshes which are in edit mode,
but they still need to load edit data for non0meshes. It's not really easy to
do from the BKE level because needed functions are implemented in the editor.
Thanks Campbell for the review!
Differential Revision: https://developer.blender.org/D697
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Own copy and paste typo in 73d157e meant that this was not in some cases,
the bounds calculated may be incorrect.
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meshes with shaped keys
Same issue as revious one -- need to start OMP threads only
when there's enough data to crunch.
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Issue wascaused by the famous OpenMP crap in MSVC2013,
so only way is to use openmp threading if number of BVH
nodes is high enough.
Made it 8 for now, which seems to work rather fine on my
laptop and adult dragon from sintel. But maybe it's to be
adjusted a bit more.
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This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
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Add ability to select UV layer from the layer panel.
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