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2017-11-17Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-17Depsgraph: Don't make non-dynamic hair dependent on timeSergey Sharybin
This way hair system used for static forest does not make playblack slow. A bit dangerous, but let's see how far we can go!
2017-11-09Cleanup: Use full name for scene_layer in makesrnaSergey Sharybin
2017-10-18Merge branch 'master' into blender2.8Campbell Barton
2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
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.
2017-07-05Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-07-05Code comments regarding last commit (forgotten to add before)Luca Rood
Using an arbitrary face as the source of the UV data is mostly fine, as vertices on seams will generally map to different parts of the texture that have the same color. This is regarding fed853ea782211298c902759ec8cd8e455d8b41d
2017-07-05Merge branch 'master' into blender2.8Luca Rood
2017-07-05Fix T51296: UVs not working for hair emitted from verticesLuca Rood
2017-06-12Merge branch 'master' into blender2.8Sergey Sharybin
2017-06-12Cleanup: indentation, long linesCampbell Barton
2017-06-08Replace all old DAG calls with direct calls to new DEG and remove ↵Luca Rood
BKE_depsgraph.h This removes BKE_depsgraph.h and depsgraph.c
2017-06-06Make particle size follow world space instead of screen spaceLuca Rood
2017-05-19Change particle draw_size default and limitsLuca Rood
Particle draw size can now no longer be less than 1px, and the default value has been changed to 4.
2017-05-16Fix hair_step is a shortAaron Carlisle
2017-05-15Fix compile error on gcc after last commitAaron Carlisle
error: static assertion failed: "invalid limits"
2017-05-15Fix T51297: Use A Higher Hair Segment LimitAaron Carlisle
Normally, segments up to 50 can be quite enough for most cases. However, when dealing with things like braids, the current limit can sometimes be quite a pain.
2017-05-08Fix capitalization in some particle panelsLuca Rood
2017-01-16Cleanup/refactor: Add new BLI_string_util.Bastien Montagne
Things like `BLI_uniquename` had nothing, but really nothing to do in BLI_path_util files! Also, got rid of length limitation in `BLI_uniquename_cb`, we can use alloca here to avoid overhead of malloc while keeping free size (within reasonable limits of course).
2016-12-12Refactor RNA property: split flags in property flags, parameter flags, and ↵Bastien Montagne
internal flags. This gives us 9 flags available again for properties (we had none anymore), and also makes things slightly cleaner. To simplify (and make more clear the differences between mere properties and function parameters), also added RNA_def_parameter_flags function (and its clear counterpart), to be used instead of RNA_def_property_flag for function parameters. This patch is also a big cleanup (some RNA function definitions were still using 'prop' PropertyRNA pointer, etc.). And yes, am aware this will be annoying for all branches, but we really need to get new flags available for properties (will need at least one for override, etc.). Reviewers: sergey, Severin Subscribers: dfelinto, brecht Differential Revision: https://developer.blender.org/D2400
2016-08-16Fix depsgraph to compute more accurate links for collision & force.Alexander Gavrilov
Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-07-31Support limiting collisions by group for softbody and particlesAlexander Gavrilov
This feature is extremely useful for layering multiple cloth objects, and there is no reason there shouldn't be the same kind of feature for softbody.
2016-06-23Fix T48710: 'velocity' particle settings were incorrectly using 'speed' in ↵Bastien Montagne
their tooltips. Not the same thing, velocity is a vector conveying both speed *and* direction...
2016-06-23Fix T48658: Cycles render & render preview corrupts particlesCampbell Barton
Replaces `G.is_rendering` with `use_render_params` argument. This is needed for Cycles, which attempts to restore render-preview settings from particles, after it gets its own particle data, but fails to restore because `G.is_rendering` was being checked in psys_cache_paths (and other places).
2016-01-11Fix tip about hair grid display (was copy/paste from hair guides one...).Bastien Montagne
2016-01-07Cleanup: use generic xyz axis enumsCampbell Barton
2016-01-07Cleanup: remove unused scene argCampbell Barton
2016-01-04Fix T47038: Particles in Particle Edit Mode get added in completely wrong ↵Bastien Montagne
location. It also fixes another issue (crash) related to symmetric editing. Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time... This patch mostly fixes particle editing mode: - Adding/removing particles when using generative modifiers (like subsurf) should now work. - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work. - X-axis-mirror-editing particles over ngons does not really work, not sure why currently. - All this in both 'modes' (with or without using modifier stack for particles). Tech side: - Store a deformed-only DM in particle modifier data. - Rename existing DM to make it clear it's a final one. - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches. - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface from an final DM tessface index). Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway), it's more like some urgency bandage. Whole crap needs complete rewrite anyway, BMesh's polygons make it really hard to work with current system (and looptri would not help much here). Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too. Reviewers: psy-fi Subscribers: dfelinto, eyecandy Maniphest Tasks: T47038 Differential Revision: https://developer.blender.org/D1685
2015-11-23Cleanup: use `rna_enum_` prefix for RNA enumsCampbell Barton
Definitions could shadow local vars.
2015-11-18RNA: reuse axis enumCampbell Barton
2015-11-09Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.Bastien Montagne
We have callbacks for that, they also do some checks and help ensure things are done correctly. Only place where this is assumed not true is blenloader (since here we may affect refcount of library IDs as well...).
2015-10-23Cleanup: rename 'datablocks' -> 'data-blocks'Campbell Barton
Similar to addons -> add-ons, for reading it fits better to hyphenate.
2015-08-18Refactor translation code out of blenfontCampbell Barton
- 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`.
2015-07-26Fix bug in particle API accessing the emitterCampbell Barton
2015-04-14Second round of hair random rotation limited to 180 degreesMai Lavelle
This time roll back to originally discussed in the code review page approach with simply bumping UI range for the property. It's still not totally free from forward compatibility breaking (which is already broken comparing to previous release) but at least it'll keep files working inbetween of git blender versions in cases random factor was not set above 2.0. Differential Revision: https://developer.blender.org/D1214
2015-03-01Use the old double-step collision method only for cloth.Lukas Tönne
This method does not work for hair anyway. Even though hair collision needs work at this point, it's still better than nothing.
2015-01-20Use separate flags to enable/disable clump and roughness curves forLukas Tönne
child hairs. This allows disabling the curves temporarily without losing the setup. Conflicts: source/blender/blenkernel/BKE_blender.h
2015-01-20New texture influence option for particle kink amplitude (as opposed toLukas Tönne
frequency).
2015-01-20Renaming "Kink" texture influence to "Kink Frequency" to be moreLukas Tönne
specific.
2015-01-20Optional randomization factors for the spiral radius and axis orientation.Lukas Tönne
2015-01-20Support in Cycles for the extra spiral keys in hair paths.Lukas Tönne
2015-01-20Another crappy approach to spirals on hairs, crazy expensive though.Lukas Tönne
Conflicts: source/blender/blenkernel/intern/particle.c
2015-01-20Spiral kink mode for particles.Lukas Tönne
This is BAD code, but the particle kinking does not make it easy to write a non-local modifier that requires neighboring positions, curvature, etc. The feature is needed for Gooseberry.
2015-01-20Optional clumping noise feature for simulating twisted hair strands.Lukas Tönne
This adds another level of clumping on child hairs. When enabled, child hairs chose a secondary clumping target using a Voronoi pattern. This adds visual detail on a smaller scale, which is useful particularly when the number of parents is relatively small. Natural fibres behave in a similar way when they become sticky and intertwined. Hairs close to each other form a first twisted strand, then combine into larger strands. Similar features can be found in ropes: http://en.wikipedia.org/wiki/Hair_twists http://en.wikipedia.org/wiki/Rope Conflicts: source/blender/blenloader/intern/versioning_270.c
2015-01-20Curve-based control for "roughness" (noise displacement) of child hair.Lukas Tönne
2015-01-20Curve-based control for child path tapering.Lukas Tönne
This is an alternative method to the current fixed function with a clump factor and "shape" parameter. This function is quite limited and does not give the desired result in many cases (e.g. long, parallel rasta strands are problematic). So rather than trying to add more parameters there is now a fully user-defined optional curve for setting the tapering shape.
2015-01-20Better update function for particle settings affecting nested clothLukas Tönne
modifier.
2015-01-20Fix for applying the bending randomness factor.Lukas Tönne
A stupid hack is needed here, changing the way the factor is applied to angular bending springs. In cloth sim the bending factor of individual springs is applied as a mix value between the bending stiffness and a max value, but this max value isn't even used in hair sim so that approach becomes useless. Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20Randomness factor for hair bending stiffness.Lukas Tönne
This helps to create some variation in a hair system, which can otherwise become very uniform and boring. It's yet another confusing setting in a system that should have been nodified, but only option for now (broken windows ...) Conflicts: source/blender/blenkernel/intern/particle_system.c source/blender/physics/intern/BPH_mass_spring.cpp