Age | Commit message (Collapse) | Author |
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Remove from blender/nodes, collada, blenfont & render.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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This is a different fix for the issue from D2088, preserving backwards compatibility
for IK stretching. The main problem with this patch is that this new behavior has
been there for a year, so it may break rigs created since then which rely on the new
IK stretch behavior.
Test file for various cases:
https://developer.blender.org/diffusion/BL/browse/trunk/lib/tests/animation/IK.blend
Reviewers: campbellbarton
Subscribers: maverick, pkrime
Differential Revision: https://developer.blender.org/D2743
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This commit reverts part of a fix for T33275, but things are:
- I can not reproduce the original issue at all, so doesn't seem to
cause any regressions.
- It is really bad idea to do delayed initialization in the threaded
environment, it's a straight way to some nasty issues.
- We can't do things like this anyway because we go more granular,
meaning such a delayed initialization will fail in the case of
having several IK solvers (unless they properly accommodate to
changed bone head).
- Verified the fix with various files from Mango project and all of
them seems to work nice with new depednency graph now (old depsgraph
has some flickering, but it's not related on DEG itself, but on
an environment with lots of proxies and threaded evaluation and it
is not a new behavior).
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Rename arg to avoid confusion
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Scaling a bone on the Y axis (for a stretch effect), wasn't supported by the IK solver.
Support this by solving as uniform scaled bones by matching the X,Z axis to the Y.
Requested by @pepeland, see D2088 for details.
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Importantly, reversed mul_serie_m3 argument order (so it matches the m4 function)
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NULL's)
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patch suggested by Séverin Lemaignan (skadge)
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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changed in pose mode.
Disconnected bones can be translated in pose mode but this translation
cannot be applied to the iTaSC representation of the armature because
there is no joint associated with it. As a result, moving disconnected
bones had no effect. The bug fix is in two parts:
1) manual or rna change in the armature pose will cause automatic
rebuilding of the iTaSC scene
2) the iTaSC scene is now built from the current pose instead of
armature rest pose
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blenkernel...
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IK-Solver crashes Blender. No constraint is created for target in that case, just needed to add a check.
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BLI_sprintfN when invalid args are given.
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* Rename Legacy to Standard, it's not being deprecated as far as I know.
* Make option to toggle off Location solving work with Standard.
* Make it converge a bit better in some cases by enforcing a minimum number of
iterations before giving up.
* Move IK solver choice out of bone panel, it's an armature level setting and
should be set there.
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- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
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had a typo too.
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with
have all rotation axes disabled.
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BKE_utildefines is now unused but keep incase we want to add defines there later.
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- building without python works again
- rename maxi/mini to i_max/i_min (so thay are available for function names)
- some minor edits to IK stretch setting (no functional changes).
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be tweaked to fix [#32174])
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