Age | Commit message (Collapse) | Author |
|
|
|
User count of IDs is handled by higher-level, generic function,
low-level copydata functions *MUST NOT* touch them anymore, ever!
|
|
This also changes signature of modifier copy callback, first (source)
parameter is now a const, which is saner anyway!
|
|
Should also fix T55000: Crash with hooks and curves in Cycles render.
|
|
- FTOCHAR -> unit_float_to_uchar_clamp
- F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
|
|
|
|
|
|
Code for side normals isn't executing at the moment,
so not essential, but better correct it.
|
|
This will allow greater control of the bvhtrees that are obtained, and helps identify problems.
It is also an additional step to unify the functions.
|
|
identifier type.
Reviewed By: @campbellbarton
Differential Revision: https://developer.blender.org/D3192
|
|
Found by Dr. Sybren while working on modifiers port.
|
|
|
|
The work is mainly from Lukas Toenne, with some modifications from myself.
Includes following obvious changes:
- Particle system selection is now name-based, with lookup menu.
- Lots of new options to control varieties.
Changes comparing to the Gooseberry branch:
- Default values and versioning code ensures same behavior as the
old modifier.
- Custom data layers are coming from vertex color, the modifier
does not create arbitrary layers now. The hope is to keep data
more manageable, and maybe make it easier to select in the shader
later on.
This means, values are quantized to 256 values, but it should be
enough to get varieties in practice.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
Subscribers: eyecandy
Differential Revision: https://developer.blender.org/D3157
|
|
Was causing lack of animation update when particle system had simulation,
|
|
|
|
Free code should not handle ID refcounting at all. This has to be done
at higher level, since in some case we want to free (temp) data that
actually did not refcount at all its IDs.
This change seems to be working OK, but as usual in that area, only
lots of testing in real-case situation will say whether there are some
hidden bugs or not.
|
|
Still need G.main
|
|
|
|
Match naming convention used everywhere else.
Count should only be used when this isn't directly accessible.
|
|
Vertex group remapping utility function,
now shared between object join and array modifier cap-ends.
Weights which don't exist are removed.
D3092 by @Foaly
|
|
|
|
Makes it easier to add or remove fields needed to update relations.
|
|
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
|
|
We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.
After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3050
|
|
|
|
|
|
Solves these security issues from T52924:
CVE-2017-12081
CVE-2017-12082
CVE-2017-12086
CVE-2017-12099
CVE-2017-12100
CVE-2017-12101
CVE-2017-12105
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
|
|
Allow threading using subset of all available threads. Makes it faster to
evaluate lower resolution mesh but with complex deform groups and such.
|
|
Those pointers are never to be aliased, so let's be explicit about this and hope
compiler does save some CPU ticks.
|
|
Now all the fine-tuning is happening using parallel range settings structure,
which avoid passing long lists of arguments, allows extend fine-tuning further,
avoid having lots of various functions which basically does the same thing.
|
|
Wrap all arguments into TLS type of argument. Avoids some branching and also
makes it easier to extend things in the future.
|
|
D2989 by @dmarra w/ own edits
|
|
for big faces
Dot-product for angle check need either to be divided by vectors magnitude or be
calculated for normalized vectors.
|
|
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
|
|
D2912 by @Zuorion
|
|
The offset is subtracted, so that it's intuitive (dragging slider pushes
the animation further that way on the timeline).
|
|
Replace iroundf with round_fl_to_int, add other types
|
|
Useful for baking, so UV's can be moved outside the image
and not used to bake pixels (but still used for display).
D2801 by @Zuorion
|
|
This allows to have different macro headers without them sharing
similar names to regular C modules.
|
|
Only show & use when running in debug mode.
|
|
Support for negative scaled objects.
|
|
This means boolean tessellation wont match viewport tessellation
however it's needed to avoid zero area triangles causing problems.
|
|
Vertices on the axis can be optionally merged,
nice for creating objects which close at the end-points.
|
|
That one was doing exactly same thing as `dm->getLoopTriArray()`, no
point in having twice the same code here...
|
|
Own previous fix (rBd5d626df236b) was not valid, curves are actually
supported by SoftBodies. It was rather a mere UI bug, which was not
including Surfaces and Font obect types in those valid for softbody UI.
Thanks to @brecht for the head up!
Also, fix safe for 2.79, btw.
|
|
For some reasons (c) softbody modifier was marked as compatible with
curves... Would need much more work though, so for now just removing
that flag!
|
|
|
|
|
|
Use same trick as in DataTransfer modifier e.g. to avoid modifying
existing mesh's data.
|
|
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
|