Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D4492
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-Use factor for flame_vorticity, slice_depth, density & volume_density
-Use distance for surface_distance
-Use factor for mix factor in Data Transfer modifier
-Use prop_translation for pivot constraint offset
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- Many factor properties were set to PROP_NONE,
even properties that had 'Factor' in the name!
- Some time properties were not set to PROP_TIME,
especially in Particles.
- Changed motion_blur_shutter to use a soft max value of 1 instead of 2.
Anything > 1 here is not physically correct
and makes no real logical sense.
- Changed display name of Dynamic Paint dissolve_speed to Dissolve Time,
since it's a time property, not speed.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed for clan-format not to wrap onto one line.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
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The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
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- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.
I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.
In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3762
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This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
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Allow raycasting in two directions and culling front or back faces.
Also implement a new Invert Cull option in both constraint and
modifier that can be used to aim for faces aligned with the project
axis direction when raycasting both ways.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3737
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In addition to the original map to surface and Keep Above Surface,
add modes that only affect vertices that are inside or outside
the object. This is inspired by the Limit Distance constraint,
and can be useful for crude collision detection in rigs.
The inside/outside test works based on face normals and may not be
completely reliable near 90 degree or sharper angles in the target.
Reviewers: campbellbarton, mont29
Differential Revision: https://developer.blender.org/D3717
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Scale is a multiplicative quantity, so adding it doesn't make sense.
However, for backward compatibility reasons, and in case somebody
actually desires the old additive behavior, the old way remains as
an option.
Without this change the only way to properly combine scale is via
parenting or the complicated Transformation constraint.
The new mode is turned on by a flag for file compatibility, but the
RNA option is reversed so that the new behavior feels more default.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D3558
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Some constraints have an option to take the final bezier shape of
the target B-Bone into account. This shape usually depends on two
other bones in addition to the target itself, so the graph should
include the relevant dependencies.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D3591
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We are already running out of available flags in main, generic int, and
everytime I work on static override I find new special cases that will
need new specific propflag, so...
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Conflicts:
source/blender/blenkernel/BKE_camera.h
source/blender/blenkernel/BKE_dynamicpaint.h
source/blender/blenkernel/BKE_object.h
source/blender/blenkernel/intern/camera.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/smoke.c
source/blender/editors/object/object_transform.c
source/blender/editors/physics/dynamicpaint_ops.c
source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/space_view3d/view3d_view.c
source/blender/modifiers/intern/MOD_dynamicpaint.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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Had to add some G.main to modifiers, but in 2.8 we do not need that
anymore, so it's not that bad! ;)
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Thanks @aligorith for the head-up.
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No expected changes in behavior from that commit!
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Just the 'mute' button for now.
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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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Practically all access to enum data is read-only.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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constraints.
This avoids traversing the archive everytime object data is needed and
gives an overall consistent ~2x speedup here with files containing
between 136 and 500 Alembic objects. Also this somewhat nicely de-
duplicates code between data creation (upon import) and data streaming
(modifiers and constraints).
The only worying part is what happens when a CacheFile is deleted and/or
has its path changed. For now, we traverse the whole scene and for each
object using the CacheFile we free the pointer and NULL-ify it (see
BKE_cachefile_clean), but at some point this should be re-considered and
make use of the dependency graph.
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All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
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This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
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Those should be UI limits, not hard absolute limits...
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Definitions could shadow local vars.
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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clipped when using Metric Units
Increased the upper bound for the "Rest Length" property to cope with metric
units, especially when large (i.e. > 2 m) distances are involved. It may be
necessary to increase this again in the future, if even larger distances get
used (though it then starts getting a bit difficulty to justify such setups).
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