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(cycles).
There were several small issues/inconsistencies if how particles' org face index was checked,
leading in some cases to invalid indices and hence mem access, in RNA UV/VCol compute for particles.
Note org code RNA one was copied from (in BI's convertblender.s) is much more complicated,
and seems to never reach those breaking conditions.
Also deduplicated most code in those UV/VCol particles funcs, they were doing mostly the same thing!
Finally, also got rid of annoying `NO CD_ORIGSPACE, error out of range` error message in console,
was another case of not checking whether we did have any faces in final mesh!
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Currently this gaussian blur implementation accumulates values in the
square kernel rather that doing X direction and then Y direction because
of the lack of using multiple-staged filters.
Once we can we'll implement a way to apply filter as multiple stages we
can optimize hell of a lot in here.
Another thing we can do is to use SSE2 instructions here.
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This patch adds a Property/Material detection and a X-Ray mode to the mouse over any sensor like on the ray sensor.
Proposal:
http://blenderartists.org/forum/showthread.php?261847-BGE-proposal-Mouse-Over-Any-sensor-with-Property-and-X-Ray&highlight=proposal
Reviewers: moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D653
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This patch adds to the existing property actuator a level mode, which is switching the property depending on the input level.
Reviewers: moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D652
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curves' splines and texts' letters.
Useful especially for importer addons.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D650
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Now the bevel tool, modifier, and internal operator have a material
slot # parameter that the user can set. If left at default of -1,
behavior is as current -- bevel face material is taken from the
closest original face (this may be ambiguous). If material slot
is >= 0, it gives the material slot index number for the material
to use.
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This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.
With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.
Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.
The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).
Test file is here: {F97623}
I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:
{F91992} {F91990}
Reviewers: moguri, dfelinto
Reviewed By: moguri
CC: Genome36
Differential Revision: https://developer.blender.org/D565
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* Expose is_tablet property to events to determine if event contains
tablet data.
* Expose tablet tilt for events as a 2D vector in python
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Expose pressure from event system to python. This will return the tablet
pressure, if a tablet is present, or 1.0 if not.
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So now viewport render resolution division works exactly the same as in Cycles.
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To do so, matching BKE 'API' was also refactored a bit:
* Get Pose data instead of Object, as parameter;
* Removed some sanity checks not needed at such a low level (callers are supposed to do that);
* You can now remove an arbitrary bone group, not only the active one.
Based on patch by pkrime (Paolo Acampora), with own edits.
Reviewers: #python, pkrime, aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D522
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View render
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viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.
The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.
Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.
The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes
There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.
Differential Revision: https://developer.blender.org/D613
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New properties 'line_color' and 'line_priority' are added to Material ID data blocks.
The 'line_color' property allows users to specify a per-material line color that can be
used as a Freestyle line color through Material color modifiers of line style settings.
The new line color property is intended to provide a solution for line color
stylization when a proper Freestyle support for Cycles is implemented (likely
as part of the upcoming Blender 2.72 release; see Patch D632). Materials in
Cycles are usually set up using shader nodes, and Freestyle won't be capable
of retrieving colors and other properties from node-based materials any soon.
The new line color property of materials addresses this foreseen limitation by
providing artists with an intuitive alternative mean to specify line colors on a
per-material basis independently from node trees.
The 'line_priority' property gives users a way to control line colors at material
boundaries. When a line is drawn along a feature edge at material boundaries,
one of the two materials on both sides of the edge has to be picked up to
determine the line color. So far there was no way to control this selection
(which was in effect at random). Now the material with a higher line color
priority will be selected.
The new per-material line settings are shown in the new Freestyle Line tab in
the Material context of the Properties window (only when Freestyle is enabled).
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Preserve buffer form previous runs so it's possible to make
a compo of full frame, then draw a border and start tweaking
nodes and see updates in that border.
Main idea is to make it able to visually compare difference
between what was changed inside the border and how frame
looked before the tweaks outside of the border.
Also implemented Clear Viewer Border in compositor, shortcut
it Ctrl-Alt-B.
Reviewers: lukastoenne, jbakker
CC: venomgfx, sebastian_k
Differential Revision: https://developer.blender.org/D582
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Add ability to define negative slope by default to curvemapping template...
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Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).
Path to save cached render results is an UserPreferences setting.
Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D553
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Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
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Current temporary data of Blender suffers one major issue - default 'temp' dir on Windows is never
automatically cleaned up, and can end being quite big when used by Blender, especially when we have
to store per-process data (using getpid() in file names).
To address this, this patch:
* Divides tempdir paths in two, one for 'base' temp dir (the same as previous unique tempdir path),
the other is a mkdtemp-generated sub-dir, specific to each Blender instance.
* Only uses base tempdir when we need some shallow persistance accross Blender sessions - and we always
reuse the same filename (quit.blend...) or generate small file (crash reports...).
* Uses temp sub-dir for heavy files like pointcache or renderEXRs (Save Buffer option).
* Erases temp sub-dir on quit or crash.
To get this working it also adds a working 'recursive delete' to BLI_delete() under Windows.
Note that, as in current code, the 'recover render result' hack-feature that was possible
with SaveBuffer option is still removed. A real renderresult cache feature will be added
soon, though.
Reviewers: campbellbarton, brecht, sergey
Reviewed By: campbellbarton, sergey
CC: sergey
Differential Revision: https://developer.blender.org/D531
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D529 by Gottfried Hofmann
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Looks like the cleanest way to handle this is to no do bounding box collision
for edit mode at all. But this is easy to enforce
This reverts commit 7b5fe4f316234022a0ab761b694cd459ce98db2d.
Conflicts:
source/blender/editors/transform/transform_snap.c
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This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor.
The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property
Also, I have attached a screenshot and a blend to check.
Reviewers: dfelinto, moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D476
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* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
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* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions
Reviewers: brecht, dingto
Differential Revision: https://developer.blender.org/D549
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Suggestion by Andy Davies (metalliandy) to conform with industry standard (custom cage is something else apparently)
Note: this is the last bake related commit I plan for 2.71/rc (unless
everyone agrees that we could squeeze in D546 - custom UVs, which would
be really nice to add for 2.71 scripters)
Note 2: I'll update the wiki docs shortly
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slightly outside the mesh.
Reported by Thomas Beck on irc. Issue here is that the mesh bounding box
changes as we are transforming the vertices. Solution is to collide
against the initial bounding box. Unfortunately the snapping functions
are made in a way that a lot of code needed to be tweaked here, but the
change should be straightforward and harmless (famous last words, I
know).
Ideally we might want to even increase the size of the bounding box a
little (as seen in screen space) to allow snapping even in cases where,
cursor is slightly outside the bounding box, but since this is not so
straightforward to do for all cases, at least for me, leaving this as
a TODO.
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There is a new option to select whether you want to use cage or not.
When not using cage the results will be more similar with Blender
Internal, where the inwards rays (trying to hit the highpoly objects)
don't always come from smooth normals. So if the active object has sharp
edges and an EdgeSplit modifier you get bad corners.
This is useful, however, to bake to planes without the need of adding
extra loops around the edges.
When cage is "on" the user can decide on setting a cage extrusion or to
pick a Custom Cage object. The cage extrusion option works in a
duplicated copy of the active object with EdgeSplit modifiers removed to
inforce smooth normals. The custom cage option takes an object with the
same number of faces as the active object (and the same face ordering).
The custom cage now controls the direction and the origin of the
rays casted to the highpoly objects. The direction is a ray from the
point in the cage mesh to the equivalent point to the base mesh. That
means the face normals are entirely ignored when using a cage object.
For developers:
When using an object cage the ray is calculated from the cage mesh to
the base mesh. It uses the barycentric coordinate from the base mesh UV,
so we expect both meshes to have the same primitive ids (which won't be
the case if the cage gets edited in a destructive way).
That fixes T40023 (giving the expected result when 'use_cage' is false).
Thanks for Andy Davies (metalliandy) for the consulting with normal
baking workflow and extensive testing. His 'stress-test' file will be
added later to our svn tests folder. (The file itself is not public yet
since he still has to add testing notes to it).
Many thanks for the reviewers.
More on cages:
http://wiki.polycount.com/NormalMap/#Working_with_Cages
Reviewers: campbellbarton, sergey
CC: adriano, metalliandy, brecht, malkavian
Differential Revision: https://developer.blender.org/D547
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settings.
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Classic case of integer flag AND-ing result passed to boolean and
failing.
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also allow passing NULL vertex to BKE_curve_nurb_vert_active_set
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Forbid this now and do tricks in the versioning code to repair
corrupted files.
Thanks to Pablo, Caminandes and Koro for discovering this bug!
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