Age | Commit message (Collapse) | Author |
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This puts the motion path in the same location as the transform gizmo,
which is less confusing especially if you have a custom bone shape where
the tail is not visible.
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The old springs with damping 1.0 operate in a special way that
is more similar to plastic deformation than a spring. Some users
rely on that, so let the user choose which implementation to use.
This also restores full backward compatibility with 2.79.
Reviewers: sergof
Differential Revision: https://developer.blender.org/D3544
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Previously it was ptex faces which were subdividing to the same
resolution. This was looking like more details for non-quad faces,
but was also causing discontinuity in the edge where quad touches
non-quad polygon.
Now ptex faces which are coming from non-quad faces are subdivided
at a half of resolution, matching old behavior and solving
discontinuity problem.
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Note: Moved doversion of VSE strips uniquename to 2.8 versionning area,
and raised accordingly current file subversion, since that bug also
affected previous 2.8 .blend files...
Conflicts:
source/blender/blenkernel/BKE_blender_version.h
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... or when loading a file when having more windows opened than the file
itself.
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This option is not necessary as it uses as much memory as the mono-chromatic
transmistance.
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We actually still had cases of Meta strip duplication resulting in
non-unique strip names. Quiet surprising this went unoticed for so long. :(
Fixed that bug, and think it was last one (at least, no other case of
SEQ_DUPE_UNIQUE_NAME usage should be broken, I think...), and raised
subversion and updated doversion to run uniquename check on strips on
all previous fileversions.
Note: will have to do that again when merging in 2.8...
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GPU_LINEAR is there for shadow font blurring, the real issue was lack of
rounding for the batch offset.
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multiple objects.
- Use the object referenced in `BMEditMesh` as the `ghash` key to save the bvhtrees in cache;
- Create a boundbox around edit_mesh to test the snap before creating bvhtree;
- Save the `edit_mesh`s bvhtree in the mesh bvh_cache;
This is a part of the D3504.
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Changed code to follow master behavior closer: ignore draw-as checks
when particles are evaluating for rendering.
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The issue was caused by Render Single Layer option enabled, which is
very handy for artists work, so they can hit F12 and see view layer
they are currently working in a final rendered state. This saves a lot
of time since all the "non-interesting" objects are ignored for such
iterations.
However, for the render farm we need to render view layers which are
explicitly set for render, and ignore active view layer.
Reasonable solution seems to be to ignore the Render Single Layer
option when rendering from the command line. It is really something
more like UI behavior option.
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We can not support animation of those flags reliably in the pipeline, so just
mark them as non-animatable.
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Alt+E to include.
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Match Cycles behaviour of scalling the SSS radius and don't interpolate
between diffuse and SSS result.
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We just reset the temporal sampling and avoid using the previous frame
for SSR at all.
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The id was free after each size.
We now only free after the job has finished.
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Like in cycles it's a bit more slower than linear but it's smoother.
Works for all projection type.
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Add placeholder for cubic and smart filtering for now.
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Blending was done in srgb space and was not matching cycles.
Optimized by using less branches and more vector operations.
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Barely any visible difference, except when drawing big custom text
with the Python API.
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Hopefully this will fix issue with camera rig where camera properties
(like, near/far clip) are driven by custom properties from bones, and
those bones are actually belong to proxied armature.
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This engine is only used for selection and draw depth so no need for
anything else.
Also add backface culling support to selection.
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This is purely runtime data, so move it to new tags. ;)
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Add new tag to bSound (runtime flags), and make read code to set a 'no
reload waveform' new tag, since it uses a mapping to get existing
waveform in undo case...
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Previously it was calling `BKE_pose_rebuild()`, such thing shall never
be called from drawing code! Hopefully this now works as expected and
that horrible hack is not needed anymore.
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`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.
This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).
We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
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Damped Track by specification attempts to arrive at the desired
direction via the shortest rotation. However with opposite vectors
there are infinitely many valid 180 degree rotations. Currently
it gives up and does nothing.
I think that it would be more reasonable to resolve the ambiguity
arbitrarily, so that Damped Track won't have a weird dead zone.
To make it more predictable I use a local axis.
In addition, the singularity area vicinity has some floating
point precision problems that result in significant jitter.
This applies workarounds for two causes of instability.
Differential Revision: https://developer.blender.org/D3530
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GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.
You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
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