Age | Commit message (Collapse) | Author |
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this patch optimizes the dilate/erode step method (hopefully without any functional change),
making its speed not depend on the distance anymore.
Couldn't detect funtional changes so committing. Haven't tested for speed gain.
* credits to erwin94 David M
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Now all add/remove operators for rigid body objects and constraints
automatically add objects to the appropriate groups and create groups if they
don't exist yet.
This makes handling rigid bodies easier but doesn't take away functionality.
If users want to handle groups manually they just need to create them before
adding any objects.
The previous behaviour was confusing and was even considered to be a bug since
clicking on rigid body in the physics tab seemed to do nothing.
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Fixes [#33980] Ridid Body crashes when changing Collision shape with playback
as well as several other rigid body bugs wtih scons.
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POSIX.1-2001
This is useful for gcc which does not define sqrtf/powf/... functions with preprocessor and therefore always used sqrt/pow/...
Float functions are generally 20-50% faster than their equivalents for double type.
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Apparently Material nodes allow a mix of Cycles and BI Materials. Nifty!
I should read more docs, like this cool tutorial:
http://urchn.org/post/combining-blender-internal-and-cycles-in-one-render
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Stupid!
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Issue was caused by FILE multilayer ImBuf sharing buffers with render
result, and SEQUENCE multilayer ImBufs duplicating buffers. Which is
nice by it's own. But, changing image source wouldn't remove any loaded
image buffers, meaning if you've got loaded FILE multilayers they'll
likely became invalid.
That behavior of handling multilayers on changing source was done as
a fix for #24976, which is now actually not needed (removing check
for multilayer doesn't change behavior at all).
Just to be sure added check to RNA, so signal wouldn't be fired if
source wasn't actually changed form a menu.
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Problem is that preview render database is being used, but the new datablock
function still uses G.main, and the mesh was being added to one database but
(attempted to be) removed from another. The proper fix would get rid of the
globals here, will look into that later.
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- Cycles materials now render in Blender Internal too, skipping the nodes.
Not very useful, but at least things then show up on renders and in
previews.
- Node editor: if wrong shader nodes are in a tree, they draw with thene
color RED ALERT headers now. (Switching render engine will show it).
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fail.
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Before it was some offset from actual tile pixels.
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memory at end of program - I thought addons were unregistered at quit time...).
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include cleanup for scons/cmake.
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Added more clear warning print for cases when a Proxy cannot be resolved.
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Two issues in texture_changed:
- Missing NULL check for material (slot could be empty)
- Materials could be linked to object, added special check for this
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defines/enums.
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Issue was caused by the fact that guarded allocator is not thread-safe and
generated images/movies could allocate memory when loading pixels to Cycles.
Currently solved by switching memory allocator to using mutex lock (the same
as sued for jobs) when viewport rendering is used.
Nicer solution would be to make guarded allocator thread-safe by using atomic
operations and lock-free lists, but that's more serious change.
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non-threadsafe usage of guarded allocator.
Also added small chunk of code to check consistency of begin/end
threaded malloc.
All this additional checks are commented and wouldn't affect on
builds, however found them helpful to troubleshoot issues so
decided to commit it to SVN.
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This will be enabled if the file was saved with dynamic topology on,
but we don't automatically re-enter dynamic-topology mode when loading
a file so remove the flag.
Fixes bug [#33956]
projects.blender.org/tracker/?func=detail&aid=33956&group_id=9&atid=498
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This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
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BKE_rigidbody_aftertrans_update() can be called before rigid body is
validated so check before updating physics_object.
Thanks to Antony Riakiotakis (psy-fi) for the initial patch.
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For example, if you're making a chain of bones (e.g. for a spine) by extruding
the tip joint of an initial bone, the bone rolls would be: 0 (for the initial
bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing
B-Bones to twist to match the roll values at the other end of the bone.
The fix here seems to improve the situation in this case: bone roll values don't
flip or change anymore (in fact, the bone axes stay perfectly aligned now, as
they should). It also doesn't seem to cause any problems in other common cases I
checked.
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into own file.
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following
order: (identifier, name, description, icon, unique number)
This also works without the icon still, for compatibility.
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hairs.
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Added export of multiple UV coordinates and vertex colour attributes.
A debugging option to export the strands without using the cache has also been removed.
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* Modifier was not in alphabetical order
* No Icon was displayed in the Add Modifier menu.
Note: Mesh Cache uses Mesh Deform Icon at the moment, needs a unique one.
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Added "Panel Title" style to Theme settings.
Allows to make these nice larger or draw differently.
Also tried to put hinting in Style, but this needs to be a per-font
setting. uiFont data is still not being saved (also not allowing
to set own font files for UI). That's a todo for 267 then.
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caused issue in blender internal with recent fix.
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* Made the property UI range do bigger steps.
* Increased default values a bit. If people need extreme small values (0.00001) they can enter that manually.
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image editor. Also fix it not scaling properly with DPI.
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different each time, due to float precision issues. The camera matrix itself
should not be modified in render, just its copy.
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This allows moving rigid bodies on frame > startframe.
Also rigid bodies can now be picked up and trown around while the
simulation is running.
Note: There is a small glitch with cancelling tansform during simulation
but it's tricky to get rid of.
TODO: Avoid static-static collision warnings
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* Removed unused block of code
* matrice -> matrix
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* We enter BCon3 now, ongoing module work, stabilization of new features and fixes.
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when searching messages in GHash cache!).
Thanks to PerfectionCat for finding this.
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