Age | Commit message (Collapse) | Author |
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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In an upcoming bugfix we'll use OpenVDB data structures directly to build mesh
for sparse OpenVDB volumes, loading them OpenVDB grids earlier and removing any
references to Blender data structures makes that easier.
This also makes changes to Blender volumes to support this, so Cycles can take
ownership of a grid without Blender having to keep its own reference to it.
This should also be useful in a future Python API.
Ref D8401
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Reviewers: sybren, sergey
Differential Revision: https://developer.blender.org/D8464
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This seems to be caused by a change to the logic of movieclip_get_gputexture_ptr in rB97b597c.
Differential Revision: https://developer.blender.org/D8469
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This implements collisions in the solver of the cloth brush/filter. It
uses the scene colliders as a regular physics simulation.
There are still some parameters (friction, distance to the surface...)
that can be exposed as properties in later patches.
Thanks to Sebastian Parborg for helping me with the implementation.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D8019
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The default material was missing its init code.
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This uses the vertices per grid instead of quads to set the limit of
grids per PBVH Node. This should create more leaf nodes in lower
subdivisions levels where the duplicates count is high, producing more
uniform performance across different levels.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8454
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source object.
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As far as I can see, this problem was introduced with the gpu_free_unused_buffers() changes in rB97b597c.
The code checks the returned pointer to stop looping, but the last iteration will return the last GPUTexture and set the queue to NULL, meaning that the next pop() will crash.
Differential Revision: https://developer.blender.org/D8468
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Face Sets where only set and updated on the PBVH after starting a sculpt
tool. In order to preserve the visibility they store when changing
levels, they need to be updated and sync also on PBVH creation
Reviewed By: sergey
Maniphest Tasks: T78665
Differential Revision: https://developer.blender.org/D8225
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Duplicates of a grid corner adjacent to an edge which are on the
adjacent grid of the same face were not added when requested.
Needed for D8356 to work, it may also fix some other bug in Multires.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8385
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Make curly brackets consistent.
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Renders
The problem in this case was that the flag for active fire was not set. With hidden flow sources the flag was not updated in update_flowsflags().
The solution for this is to take the active field from the config cache file.
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Same exact system as instancing on vertices for a mesh. More powerful ways
of instancing will be added at some later point, but this makes the basics
works and is consistent with other geometry types.
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Conflicts:
source/blender/editors/gpencil/gpencil_primitive.c
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Before: If the current frame is out of the cache start/end range, the viewport will show the fluid as it was on the last frame that was still in the cache frame range.
Now: If the current frame is out of the cache start/end range, the viewport will show no fluid at all (even if there are cache files present for this frame).
This fix is related / in response to T79423.
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Allows to identify pose channels more reliably than by the pointer.
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This print whenever units are evaluated in number input was added in
45dbc38a8b15 mistakenly.
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The modifier needs to check that the cached ocean has the correct
resolution.
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Instead of clearing forces at the end of the simulation step, they will now be cleared before writing to them, i.e. at the beginning of a step.
Also cleaned up minor areas that I looked at while making this change.
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Following work done in 2.83, the resolution control is now a real
level-of-detail parameter. It is now useful to be able to set the
resolution for display independently from render. This is true for
both mesh generation and mesh deformation modes.
For compatibility with old scenes, resolution is retained and is the
render resolution. Old modifiers loaded have the value of resolution
also applied to viewport resolution. This allows newer modifiers to
be used in older versions without trouble
Differential Revision: https://developer.blender.org/D8336
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Fixes corrupt mesh from T79451.
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This patch adds the ability to render motion blur from Alembic caches.
The motion blur data is derived from a velocity attribute whose name has
to be defined by the user through the MeshSequenceCache modifier, with a
default value of ".velocities", which is the standard name in Alembic
for the velocity property, although other software may ignore it and
write velocity with their own naming convention (e.g. "v" in Houdini).
Furthermore, a property was added to define how the velocity vectors
are interpreted with regard to time : frame or second. "Frame"
means that the velocity is already scaled by the time step and we do not
need to modify it for it to look proper. "Second" means that the unit
the velocity was measured in is in seconds and so has to be scaled by
some time step computed here as being the time between two frames (1 /
FPS, which would be typical for a simulation). This appears to be
common, and is the default behavior.
Another property was added to control the scale of the velocity to
further modify the look of the motion blur.
Reviewed By: brecht, sybren
Differential Revision: https://developer.blender.org/D2388
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The hardcoded age limit is now gone. The behavior can be implemented
with an Age Reached Event and Kill Particle node. Other utility nodes
to handle age limits of particles can be added later. Adding an
Age Limit attribute to particles on birth will be useful for some effects,
e.g. when you want to control the color or size of a particle over its
life time.
The Random Float node takes a seed currently. Different nodes will
produce different values even with the same seed. However, the same
node will generate the same random number for the same seed every
time. The "Hash" of a particle can be used as seed. Later, we'd want
to have more modes in the node to make it more user friendly.
Modes could be: Per Particle, Per Time, Per Particle Per Time,
Per Node Instance, ...
Also a Random Vector node will be useful, as it currently has to be
build using three Random Float nodes.
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Find free slot first for sound strips then for movie strips.
This patch also fixes issue where all strips were added to channel 2 by default.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8339
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Also order return matrices last.
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Also order return matrices last.
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The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
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Yet another update to ensure that pointer variables are always up to date, i.e. those referencing the memory allocated by Mantaflow. Outdated pointers usually show up through flickering in viewport.
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In f2b04302cdec the pointer update was refactored. It was sufficient to update pointers just in replay mode at the end of a step since the 'ensure()' functions from manta_fluid_API.cpp had their own pointer update call. These were removed in 51f4bee5a5d7, however, and so in order to still have some sort of update, the given update call needs to be available to all cache types.
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