Age | Commit message (Collapse) | Author |
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verbose...
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Added a helper that ensures a bbox has some non-NULL dimension along all its axes.
Also, fixed some (rather unlikely) NULL dereference cases (though it should not in this context,
`BKE_object_boundbox_get()` can return NULL).
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Deviding two ints together never yields a float... Also, logic of various proxies size corrections was quite broken.
Now we should always get the same (relative) size of text whatever proxy setting/render scale is chosen.
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render
Not really ideal fix, but should make Cycles behave same as BI. For some details
please refer to inline comment.
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Note that allocating DM arrays from an editmesh is currently not threadsafe,
however even if were resolved, its more efficient to avoid having to do it in the first place.
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Scopes assumed all passes were RGBA, but some passes have 1-3 channels.
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This was introduced in the fix for T44336 .
The code is now what it should have been in the first place at the time
of multiview commit.
ImageUser->passtype is being removed in favour of bringing
ImageUser->pass back.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1504
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Reviewed by: Severin
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Reviewed by: sergei
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Follow up to last commit, since bugs here aren't so obvious.
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Tessface CustomData layers were added multiple times when tangents were used.
This made BI crash accessing layers missing elsewhere.
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This reverts commit 0e83b0854fc66af16dd187759c031e530ecd4c05.
Fixes T46038
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Also use simpler method to calculate the depth.
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depsgraph only)
When a modifier was animated by a NLA strip, this animation was not working when using
the old depsgraph. This was because the code which checks if a NLA strip affects any
modifiers was missing - specifically, it was originally left out as it was thought
that it was unlikely that many users would need this, but adding in those checks
would have a (slight) negative effect files where there are heaps of NLA strips
but modifiers animated this way were absent.
The new depsgraph however doesn't suffer from this problem, as these sorts of checks
need ot be built into the graph-building stage for everything to work, so these links
had already been added.
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vectors
This was simply broken for vertex case (indexing loop normals with vert indices...).
Turns out to be rather verbose to replace on-the-fly zero normals by default ones correctly,
and do not want to make a full copy of the given custom normals array, so now this one is
editied in place (replacing zero vectors by correct default normals). Don't think this
could be a serious issue anyway.
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anyway), than just return with un-initialized mat...
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`fix_bonelist_roll()` is already recursive, and was calling recursive `BKE_armature_where_is_bone()` twice!
Changed `BKE_armature_where_is_bone()` to controll whether we recurse over children or not.
With full Victor's rig, we gain 16% in `ED_armature_from_edit()` (from 31ms to 26ms).
With a dummy test-case 100 bones chain, we gain 80% in `ED_armature_from_edit()` (from 1.25ms to 0.25ms).
Not crucial, but still worth it. ;)
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We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
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Support using custom pose-bone transform and object when calculating view bounds.
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normals_split_custom_set()
The detection of needed sharp edges (based on given loop normals) would not fully work
on first run in case we started with a complete smooth cyclic loop fan (edge between
first and last loop of the fan would not get checked).
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Caused subsurf to crash w/o OSD
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taken care of in draw functions.
Those iterate the whole PBVH tree so better avoid doing them, twice or
thrice.
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Reported by Campbell on IRC, partial patch by him as well.
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painting.
Also system added a brush every time it found no paint brush in the
system which is not what we would want.
Solution:
* Brush panel stays visible always, regardless of whether there is a
brush or not.
* We search for first available brush when we find no brush in paint
struct instead of always generating a new one.
* Generating and searching for a brush take a mode argument now. Needed
some refactoring to users of BKE_paint_init as well.
* Did some style cleanups for paint mode enums.
Patch is big but it's mostly argument refactoring.
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BKE_main_free() code.
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Was only visible with new dependency graph.
Changing emit_from still doesn't behave fully reliably tho, that needs some
closer investigation.
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was enabled.
Caused by an -unneeded now- fix for opensubdiv. Code caused the vertex
colors to be uninitialized. Thanks to Sergey for confirming that initial
issue is no longer a problem.
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- wasn't checking subframe to see if the scene needed to be re-evaluated.
- unneeded int/float conversion storing original frame.
- moved cleanup block into one place to avoid confusion.
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Useful when used with the speed effect.
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them when reading in background mode.
Primary goal of this commit is to fix an annoying issue - when processing and saving .blend
files in background mode you lose their thumbnails, since it can only be generated with
an OpenGL context.
Solution to that is to read .blend thumbnail while reading .blend file (only done in background
mode currently), and store it in Main struct.
Also, this lead to removing .blend file reading code from thumb_blend (no need to have doublons).
We now have a small interface in regular reading code area, which keeps it reasonbaly light
by only reading/parsing header info, and first few BHead blocks.
This makes code reading .blend thumbnail about 3 to 4 times slower than previous highly specialized
one in blend_thumb.c, but overall thumbnail generation of a big .blend files folder only grows
of about 1%, think we can bare with it.
Finally, since thumbnail is now optionally stored in Main struct, it makes it easy to allow user
to define their own custom one (instead of auto-generated one). RNA API for this was not added though,
accessing that kind of .blend meta-data has to be rethought a bit on a bigger level first.
Reviewers: sergey, campbellbarton
Subscribers: Severin, psy-fi
Differential Revision: https://developer.blender.org/D1469
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Issue was caused by blender internal accessing data from DNA during rendering.
There's no simple solution to make stuff thread safe, so for now simply restart
rendering on frame update.
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objects with subframes
This is more like a workaround to prevent obvious cases fail, but in theory
if some other area will start updating object for subframes blender will
crash again.
Perhaps proper way to solve this will be to copy objects for subframe updates.
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The issue was in fact caused by both preview and viewport renderers affecting
on the default material, conflicting with each other.
Preview render doesn't really need default material, so we can safely skip it's
initialization in the render pipeline for preview rendering.
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Forgot to increase the size of the string buffer in b88d8916e44f998c4f0bc397b29b0d6ff0f011e9
While this wouldn't have caused problems in most cases (since most modifier names
are short), in the rare event that a long modifier name exists, the buffer may have
ended up being truncated prematurely, causing the wrong FCurves to get matched.
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Implementation is less optimal compared to non-opensubdiv drawing but
it is now as good as we can do it without affecting on how patches are
being created by OpenSubdiv.
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The issue was caused by CD_SHAPEKEY_INDEX layer being added to edge data,
now we make sure all the layers are nicely re-allocated.
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