Age | Commit message (Collapse) | Author |
|
Caused crash because MFace is no longer a layer which is added unless requested,
causing CDDM to have numTessFaceData nonzero, but mface set to NULL.
|
|
Notes:
* Code in rendering and in game engine will still convert
tangents to a tessface representation. Added code that
takes care of tangent layer only, might be removed
when BGE and rendering goes full mlooptri mode.
* Baking should work discovered some dead code while
I was working on the patch, also tangents are broken
when baking from multires (also in master), but those
are separate issues that can be fixed later.
This should fix T45491 as well
|
|
|
|
plane.
Make sure sculpt plane is recalculated for every tiled dab.
Note this is not the optimum thing to do, we could cache the original
sculpt plane and reuse that, but this would require us to rearrange the
logic of tiled sculpting somewhat. This can be a TODO, but for now this
will fix the issue.
|
|
|
|
|
|
Missed from D1424
|
|
|
|
|
|
Looks like derivedmesh draw code always assumed a mesh is available.
Make sure that if we use a bmesh, a flag is used to control that.
|
|
|
|
|
|
Feature is found as per channel option in graph editor.
|
|
Basically it's a clean keyframes tool, but also removes a channel if the
only remaining keyframe has the default value only and is not used by
drivers or generative modifiers.
It's was used to help with performance of keyframe-heavy scenes in
gooseberry.
Note, as always the curve left after the clean tool is used is not the
same as the original, so this tool is better used before doing custom
editing of fcurves and after initial keyframe insertion, to get rid
of any unwanted keyframes inserted while doing mass keyframe insertion
(by selecting all bones and pressing I for instance)
|
|
Originally D966 by @lukastoenne, with own additions
- trees can be initialized from Object's, BMesh,
or passed in as vert+polygon arrays.
- original indices of ngons/faces are used. (instead of tessellated indices).
- ray_cast, find_nearest methods
- find overlapping faces between 2 trees
|
|
|
|
|
|
Treat scrubbing as animation.
This is checked during various updates to avoid
some costly calculations.
|
|
|
|
|
|
If it's still considered useful please move it inside G.debug or ifdef code.
|
|
- Fixed crash loading multilayer EXR
- Fixed another memory leak loading multilayer EXR
|
|
|
|
Access arrays directly, avoiding type-check every time.
|
|
|
|
Also add BPy_BMElem_PySeq_As_Array_FAST
|
|
Would only happen when the list-length was an unexpected size.
Also add PyC_AsArray_FAST
|
|
|
|
|
|
|
|
This code is not thread-safe and there's no easy way to synchronize
render and viewport threads for this operation, so for until we've
got some nicer solution we just disable dangerous buttons.
|
|
if we skip creating the selection color layer.
|
|
The issue was caused by the non-threaded texture API used by the node.
While the node itself is single threaded there might be texture nodes
in different execution groups running in parallel.
|
|
|
|
Also SSS node was using wrong Normal input index.
|
|
- Fixed building without for cmake.
- Scons can now build without audaspace too.
|
|
This type causes pixels outside of 0..1 coordinate range to become transparent.
|
|
- use the device names returned from the library.
- system settings UI changed as new audaspace might contain longer and more device names.
|
|
Sergey.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
|
|
API.
|
|
|
|
|
|
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE.
- Fixes to build without standalone library as well.
|
|
- Renamed some functions.
- Using C API instead of C++ in the game engine, as the standalone is C++11.
|
|
The navigation mesh functionality was broken for quite a while. This patch
contains fixes: recalculating tesselations before getting the number of
tesselation faces (it otherwise returned 0) before calculating the navmesh,
and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object
(which fixes visualisation in Blender). This allows one to create a new
navmesh, which also works in the BGE.
Furthermore, the patch adds several return values, and shows more error
messages when things go wrong. In several places in the navmesh creation
code, return codes weren't checked and errors silently ignored.
Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame
Reviewed By: panzergame
Differential Revision: https://developer.blender.org/D1435
|
|
Technically it was all wrong and it should have been called Extend instead
of Clip. Got confused by the naming in different libraries.
More options are still to come.
|
|
Wasn't expanding the path '//' before checking the path on-disk.
|
|
This commit fixes shader tree compilation, but the shading result wouldn't be
doing actual refraction because it's a bit involved change which isn't really
considered a bug for now. There are more closures which are falling back to
diffuse BSDF currently.
|
|
Profile and color space were not properly set.
|
|
Actually for the the amount of GLSL textures units is limited by the amount of multitexture units (GL_MAX_TEXTURE_UNITS_ARB).
Most of the Nvidia graphic cards supports only 4 multitexture units, so Nvidia users can not use more then 4 GLSL textures for a custom shader.
This patch removes this limitation by using GL_MAX_TEXTURE_IMAGE_UNITS_ARB if GLSL is supported, but still limit the amount to the maximum texture limit of 8.
Reviewers: lordloki, agoose77, danielstokes, panzergame, sybren, moguri
Reviewed By: panzergame, sybren, moguri
Projects: #game_engine, #game_rendering
Maniphest Tasks: T37074
Differential Revision: https://developer.blender.org/D1389
|