Age | Commit message (Collapse) | Author |
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Was breaking loading of embedded FBX images (among other things, most likely).
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Conflicts:
source/blender/blenkernel/BKE_key.h
source/blender/blenkernel/intern/key.c
source/blender/bmesh/intern/bmesh_strands_conv.c
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cutting.
When using a dupli object from the same group as a target it is
sufficient to calculate the relative transform in the shared duplicator
local space. When using an external object though we have to transform
into world space first.
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for child hairs.
The algorithm works by finding the first intersection of each child
hair with the target mesh. The child hairs have to be deformed with
their parents first (this usually happens *after* modifiers).
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Conflicts:
source/blender/windowmanager/intern/wm_playanim.c
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an "internal" object from the group.
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Really bad code here, index of fetched data was basically totally off
and unrelated to what it should be.
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or the motion state.
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Strand shapekeys will be interpreted as delta keys without a basis,
since the basis would be animated and therefore useless for static keys.
To avoid complexity in the already overburdened shapekey functions and
to skip old legacy code, the strands shapekeys now have their own
functions.
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evaluation
This way it is possible to have single threaded depsgraph but threaded other areas
which is handy for torubleshooting.
he argument is: --debug-depsgraph-no-threads
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shape key eval function.
This now goes to a dedicated strands function which can be cleaned up
properly, all the old code can function as before.
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We're currently only supporting save to a default format color space, which
makes it a bit tricky to prevent ImBuf from being changed.
For until when saving to a custom colorspace works we'll just reload image
if the space changes.
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of an animated base.
This is necessary for strand shape keys. The basis of the data comes
from the cached animation or simulation results, i.e. we can't use the
fixed basis key or the result would always become static.
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Also add depsgraph & physics
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motion state.
This means shape keys work on the goal positions for hair as well as
the simulation results (hair motion).
If the simulation is created before shape keys are applied, the
resulting sim will be mixed with the shape keys, becoming more rigid
with increased shape weights.
OTOH the shape keys can also be applied to the animation result, before
doing hair simulation. In that case the shape will only affect the goal
positions and the bending shape of the hair, but the hair is otherwise
free to move.
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with NULL pointers too.
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gooseberry and alembic branches.
The shapekey code has been modified in both branches, adding particle
shapekeys in gooseberry and cache library shapekeys in alembic. The
two approaches are slightly different, but based on the same idea of
extending the 'from' owner info in Key, so that keys can be used without
a 'from' ID and/or with an index for identification.
This patch unifies the approach in both branches to make it slightly
less messy and avoid merge conflicts.
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The shapekey code has been modified in both branches, adding particle
shapekeys in gooseberry and cache library shapekeys in alembic. The
two approaches are slightly different, but based on the same idea of
extending the 'from' owner info in Key, so that keys can be used without
a 'from' ID and/or with an index for identification.
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This was using vprev from previous strands, leading to spurious changes
on untouched strands when combing.
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Conflicts:
source/blender/windowmanager/intern/wm_playanim.c
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Check for changes in material (as other drawing code already does)
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I propose to change the environment map render default resolution (600) to 512 (Thanks brecht for the correction... I don't know why I said dpi) (to make it compatible with this script: http://en.wikibooks.org/wiki/GLSL_Pr...cting_Surfaces ) to make cubeMap reflections easier and avoid this error:
invalid envmap size please render with CubeRes @ power of two
unable to initialize image(0) in MAMaterial, image will not be available
http://blenderartists.org/forum/showthread.php?371232-BGE-proposal-Set-default-envMap-resolution-to-512-dpi
http://blenderartists.org/forum/showthread.php?370026-Problem-with-cube-map-textures (post 11)
Author : youle (Ulysse MARTIN)
Reviewers: hg1, agoose77, lordloki, moguri, panzergame, dfelinto
Reviewed By: panzergame, dfelinto
Subscribers: brecht
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1306
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It was possible that two threads will start calculating proxy group's inverted
matrix and store it in the object itself. This isn't good idea because it means
some threads might be using partially written matrix.
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Previously it was very easy to run into situation when two objects are sharing
the same materials with drivers which will cause threading access issues.
This actually only needed for the old depsgraph, but since it's still the one
we're using by default we'd better solve this issue.
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There were some reported data race conditions in the python interpreter which
seems to be rather valid.
Surely this is not very pretty solution, but it might solve some annoying bugs
related on threading.
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When 'Front Faces' brush option was enabled, dyntop would still adjust detail on back-faces.
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Fix for T36639 caused all path changes to reload (which could loose user content).
Change behavior:
- Only reload data when a flag is explicitly passed
(currently only used by Find Files operator)
- Don't reload images which have been painted onto and not saved (dirty flag set).
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Made link-select separate front/back with projected UV's
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treehash must always been checked before used!
Reported on irc by sebastian_k and investigated by sergey, thanks!
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Conflicts:
source/blender/editors/animation/anim_draw.c
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Remane sound_scene_handle to playback handle.
sound_scene_handle was a part of scene so we could see code like scene-
often in the same function.
If I understand things correctly, in audaspace lingo, the
playback_handle corresponds to a Reader while the scene_sound
corresponds to a Factory.
More cleanups will be done here later, but changing this now because my
brain hurts trying to remember which is which...
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Conflicts:
build_files/scons/tools/Blender.py
source/blender/blenkernel/intern/mesh.c
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