Age | Commit message (Collapse) | Author |
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macros which results in calling the function multiple times needlessly.
also added some comments.
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There was some bad recursion introduced recently that caused crashes
when a Material node is the same material as the material itself (e.g.,
if Material.001 has a node with Material.001).
This commit attempt to correct this by keeping track of the material
at the root of the node tree, and doesn't recurse further if it
encounters it again within the nodetree.
Joshua, please review!
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node->id was left as an indirect link which wont get saved with the file.
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when force fields were used.
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Only mysterious courant from bpy.types.ParticleSettings.courant_target reamins...
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Forgot DNA needed stable names... :/ Correct spelling would involve keeping the old one for load code anyway, so better live with incorrect spelling here.
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This creates a list of splines to be rasterized in nitExecution which
is being called from main thread. This should resolve possible threading
issues discovered in tomato branch.
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normalise->normalize).
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pieces of code using mis-spelled names).
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there was no way to properly loop on a sequence of images that didnt start frame 1.
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The ID of group nodes are not always filled.
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layers, once referencing the other.
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* Removed material driver creation hack. However, the textures one remains, as
texture eval isn't ready yet
* Shuffled some code
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Until now, there was never any code for making drivers on materials get
recalculated when their dependencies were changed. However, since changing
material colors with drivers is something that is quite common, a workaround was
introduced to ensure that materials could still be driven (albeit with the
relevant drivers rooted at object level). This worked well enough so far with
traditional materials - though it was sometimes clunky and confusing for some
users - and would have been ok to tide us over until the depsgraph refactor.
The introduction of Cycles changed this, as it has in many other ways. Now that
people use Cycles to render, they'll need to drive the material colors through
the nested nodetree (and other things nested deeply within that). However, this
is much more difficult to generate hacks to create the relevant paths needed to
work around the problem.
== This Commit... ==
* Adds a recursive driver calculation step to the BKE_object_handle_update()
(which gets called whenever the depsgraph has finished tagging object datablocks
for updates), which goes through calculating the drivers attached to the object
(and the materials/nodetrees attached to that). This case gets handled everytime
the object is tagged as needing updates to its "data" (OB_RECALC_DATA)
* When building the depsgraph, every dependency that the drivers there have are
treated as if they were attached to object.data instead. This should trick the
depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the
expense perhaps of modifiers getting recalculated again.
== Todo ==
* The old workarounds noted are still in place (will be commented out in the
next commit). This fix renders at least the material case redundant, although
the textures case still needs a bit more work.
* Check on whether similar hacks can be done for other datablock combinations
* So far, only simple test cases have been tested. There is probably some
performance penalty for heavy setups still (due to need to traverse down all
parts of material/node hierarchy to find things that need updates). If there
really is a problem here, we could try introducing some tags to limit this
traversal (which get added at depsgraph build time). <--- USER TESTING
NEEDED!!!
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Action
Custom color set colors were not getting copied over when creating new action
groups. Instead, a "default set" was initialised for use instead.
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Related on #31944: Blender crashes on switching to mesh edit mode
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This option enables time profiling of background jobs, namely it's
measuring run time of the job and prints it to the console.
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Added back face validation to BKE_mesh_validate_arrays.
This is needed because some addons (like OBJ importer) are reading
tessfaces and then converting them to ngons and validation of tessfaces
is needed before such a conversion.
Validation of faces would happen only if there's no polys in mesh.
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This helps in cases when it's needed to track a feature which
goes out of screen for a while to prevent jump of camera.
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When removing a skin or multires modifier, it skips deletion of the
associated CustomData layer if the object has any other modifiers of
that type. This check has been extended to all objects that use the
object's data.
Similarly, deleting higher multires levels and multires subdivision
will not update the maximum level of any other multires modifiers on
objects that link to the same mesh.
Note that modifier_apply_obdata() doesn't need any changes as it
does not allow applying to multi-user data.
Object joining has also been modified to synchronize multires levels
objects that share a mesh. This is needed because joining can
subdivide or delete levels in order to match the maximum level of the
join-from object to the join-to object.
Fixes bug [#31880] instance multiresolution modifier error.
http://projects.blender.org/tracker/index.php?func=detail&aid=31880&group_id=9&atid=498
Reviewed by Sergey:
http://codereview.appspot.com/6332047/
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Reported by brothermechanic, thanks!
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*BCon 3 - beta.
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key data.
useful if you add many keys to one part of a curve, then later want to key another part - but dont want to continuously make the same corrections.
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masks its useful to be able to disable.
also rename RNA to 'use_antialiasing'
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Previously the converted Action Actuators would not have an action assigned. This fix is based on code provided by Maxim Aleynikov in his report: [#30410] not full conversion IPO Actuator in Action Actuator.
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return valid marker. If not -- let blender crash, because that means
something went really bad and silencing this isn't good idea.
Also made mask parenting to tracking data aware of clip's start frame.
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Changed the "exterior edge interior shift" section of subsurf calc to
always treat boundary edges the same, regardless of sharpness. We
should revisit subsurf creasing to see if more consistent and
predictable results are possible, but for now this a non-intrusive way
to avoid wavyness along the boundary.
Fixes bug [#31864] Artifacts when using Subsurf+Crease on plane
http://projects.blender.org/tracker/index.php?func=detail&aid=31864&group_id=9&atid=498
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No functional changes.
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