Age | Commit message (Collapse) | Author |
|
Also add depsgraph & physics
|
|
It caused blender versions compiled with scons not having proper
build date/hash stored in the .blend file.
|
|
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:
- More granular dependency relation nature, which solves issues with fake cycles
in the dependencies.
- Move towards all-animatable, by better integration of drivers into the system.
- Lay down some basis for upcoming copy-on-write, overrides and so on.
The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.
It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.
There are number of assorted documents related on the design of the new system:
* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph
There are also some user-related information online:
* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/
Kudos to everyone who was involved into the project:
- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
|
|
Currently this function only tags pose itself, totally matching previous
behavior. But this will be needed in the future once new dependency graph
is landed, because of it's granular nature which relies on the fact that
pose channels are all up to date when building the graph.
Should be no functional changes so far.
|
|
On existing Blender could rebuild tree many times (on freeing each ID).
Use a flag instead of immediately rebuilding.
|
|
|
|
matching convention for fixed length api, eg: copy_v3_fl
|
|
This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
|
|
|
|
Was adding then renaming, unnecessarily.
|
|
unknown.
|
|
Own mistake in rBf75c89b3f42ffac51603e6e53459f9d94a8782cc...
|
|
|
|
We can now scale from 32px up to 256px (default has been upgraded to 128px).
Thumbnails are now generated as 'large', i.e. 256px.
Previews are scaled up if necessary, unlike icons (for folders or files without preview images).
Note that .blend thumbnails themselves remain in 128px for now (they are embeded in .blend files,
not quite sure we want to make them four times bigger...).
Patch by DMS (Yaron Dames), with final edits by myself.
Reviewers: mont29
Subscribers: Severin, mont29
Differential Revision: https://developer.blender.org/D1260
|
|
Code attempted to sync them with materials,
but its not needed (and wasn't reliable).
|
|
TODO: I would be nicer if we could set win at file opening to the
current open window, but I'll implement this later.
|
|
calc_tessface execution.
This one was nasty, issue comes with temp/nofree CD layers that get 'removed on the fly'
from saved mesh CDData. Since mesh struct itself was written before that cleanup, it would
still have the old, invalid number of layers. That would lead to a buffer overflow when
loading data later (odd you had to do this twice (i.e. have 2 'ghost' layers) to get the crash).
New code prevents that by always making a copy of the mesh (we were already doing that mostly
anyway, since we were saving without tessfaces), copying (by ref of course) in it cddata,
and then writing mesh struct. Makes code a bit more verbose, but... it works!
|
|
This could cause memory corruption when moving files from system with one
bitness to another.
|
|
|
|
|
|
There should be no functional changes visible from this change, but this commit
should make it easier to code tools which need to check on tweeakmode status,
by making it easier to figure out which NLA Track contains the strip which
owned the action being edited. (The strip is already saved, so this commit just
adds the track alongside it).
For now there is no version patch for this. The worst that happens is that an
extra refresh is needed in the NLA editor to get these to show up.
|
|
|
|
This reverts commit 176ed5bfe280ef2151f93c0940d54498aaf00d71.
|
|
The issue was caused by phase being limited from 0 to 1, which gave only
0..M_PI distribution which is not good enough for good randomness.
Now the phase is being randomized across full 0..2*M_PI range.
|
|
|
|
stupidity casting from Scene to Editing in RNA)
Move versioning for proxy storage to multiview version check (not really
correct but it was orphaned before and it doesn't hurt either).
|
|
This is an API specifically for the outliner,
not some generic hierarchical hash structure.
|
|
|
|
|
|
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
|
|
|
|
This modifier can be used to correct bad deformations,
Original patch D1183 by @sazerac, with own modifications
|
|
|
|
|
|
|
|
out from local functions)
|
|
Sergey said this kindof cleanup is good for commit ratio... noted! ;)
|
|
enable more storage options, since seq->flag is running out of space
|
|
340b76b42c53816ddac1b4cecdff3d8d2010a9cc
Reported by formerly Old_Demon on blenderartists.
Apparently this caused old files to lose their links to material sockets
(noob own mistake from inexperience with node system).
This should either be included in release with version checking being
set to version 2.73 and subversion 10, without tweaking the
BKE_blender.h file
OR
340b76b42c53816ddac1b4cecdff3d8d2010a9cc should be reverted for this
release.
Thanks to Lukas for checking this out.
|
|
|
|
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.
Then, we have the following:
- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.
For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel
Reviewers: campbellbarton, kupoman, moguri
Reviewed By: kupoman, moguri
Subscribers: nonamejuju, lordodin
Differential Revision: https://developer.blender.org/D957
|
|
It has been reverted because it was affecting obstacle avoidance
(T44041).
This fix should be backported to 2.74
|
|
was used because of UI memory access only.
|
|
applying recent jitter fix.
|
|
This patch avoids looping over bhead's linked list when looking up values by name.
Used during appaned and library loading.
Gives noticeable overall speedup loading files that used libraries. (nearly 2x on some Mango files)
|
|
|
|
|
|
|
|
|
|
Relying on user-count of 1 wasn't reliable because of custom-bones.
|