Age | Commit message (Collapse) | Author |
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In pipeline.c, do_render_3d() is called multiple times for each frame when
motion blur is used. This caused duplicates of the same struct Render instance
in re->freestyle_renders, resulting in fatal double freeing of allocated memory.
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Weight Paint mode)
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D681
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This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
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* Changing UV map updates the UV editor.
* UV Layer -> UV Map
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Remove hard limit, but keep soft limit because it might cause some
negative effect on physics stability.
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* Crash with image drag'n'drop
* Drag'n drop color to paint 2d canvas not working
* Change "Layers" to "Slots" to appease purists.
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* Clone from layer UI not working
* Get trash color when entering texture painting for the first time
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New layer in texture painting will now allow entering image parameters,
similar to new image.
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engine.
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bmesh's 'Join Edge Kill Vert' was using own code to delete loops, instead of
using `bm_kill_only_loop()`, which did not tag loop indices as dirty (causing
the crash), but also did not free loop's CDData...
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In addition to D319, this patch updates the parameter editor, the UI of Freestyle.
Using new API functionality and experience gained in making D319, this patch
provides a quite noticable speedup for commonly-used Freestyle linestyle modifiers.
As this patch touches a lot of code (and mainly the foundations) it is likely that
mistakes are made. The patch has been tested with a regression suite for Freestyle
(https://github.com/folkertdev/freestyle-regression-tests/tree/master), but testing
with scenes used in production is very much appreciated.
Differential revision: https://developer.blender.org/D623
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
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Old code commented to reverse list in fact did nothing, replacing with call to reverse broke menu arrowkeys direction.
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Add ability to select UV layer from the layer panel.
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If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.
Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.
Core function to check for node output written by Lukas Toenne.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D673
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Reviewer: Campbell Barton
Differential revision: https://developer.blender.org/D668
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This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
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We do have odd behaviors with name and expanded enums, but in this case it did
not made any sense at all! :)
Note the error was not in RNA, but in C UILayout api itself...
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Rename UI_init_userdef_factory to BLO_update_defaults_userpref_blend
This closely matches BLO_update_defaults_startup_blend so makes sense for them to be together.
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in the file loader.
Previously the imported mesh data were transformed by a local-to-world projection matrix
through NodeTransform. Now that the file loader assumes the imported mesh data already
in the camera coordinate system, an indentity matrix was supplied to NodeTransform.
The present commit avoids this redundant matrix operation by using NodeGroup instead of
NodeTransform, recalling the latter is a subclass of the former with extra matrix computations.
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The issue is actually that creating a new image in texture paint mode
will set it always as a stencil image. Internally, the code checks if
the painted image is the same as the stencil and if it is, no painting
is done.
Solution is to expose a boolena to the operator for setting the image as
a stencil (could be an enum in th future for more uses)
Stencil UI is a bit weird here, will definitely redesign.
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* paint slots from cycles only include texture image types
* tweaking with select mouse no longer confirms on release
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set
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We were copying everything from the old sequence into each new ones... including the stripdata,
which for image sequences is an array with one item per image!
So bug was an exponential one, separating strips of a few tens of images was insensible, while
separating a strip of 1000 images would add above 250MB to file size (and RAM usage too)!
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The issue was caused by the wrong objects order for
convertblender.c. Dependency graph totally missed
handling of this situation.
Fixed now, but it's not that pretty, don't try this
at home obviously. But consider this to be good enough
for the current dependency graph.
Details are in the build_dag_object().
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Copying long comments about & `#if 0` is hint it could be defined in one place.
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second time
Commented out the 'no zero' protection of scaling transforms for numinput.
Issue is, once an axis has null scale, you can't regrow it from transform code
(you have to directly edit the scale property). This is not ideal, but getting
good behavior in this case is hairy...
Yet, when using numinput, you type precise values, so if you want to set it to zero,
set it to zero. User is assumed responsible, we should avoid too much 'invisible magic'
when handling precise inputs. ;)
Note: an idea for possible future feature would be to have an 'absolute' mode for numinput
(allowing to type in real value, not factors).
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Calling `glLoadName()` was possible with '-1' value (65535 actually), in `draw_pose_bones()`...
Note I think bug exists since ages (at least, seems to be already present in 2008
when drawarmature.c was added in repo)!
Odd behavior reported (issue only affected objects once parented to the armature) was
due to ordering stuff, since only objects drawn *after* the armature were affected.
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Now comparing the distance between line-intersection points
to see how close lines are - doesn't fail in the parallel case.
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Code was different from original here, result was apparent in color
picker wedge position.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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Importantly, reversed mul_serie_m3 argument order (so it matches the m4 function)
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Basically avoid redundant computations. Gives ~1-4% speedup in the compositor depending on the use case.
For more info see: http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
Reviewers: psy-fi, sergey
Subscribers: campbellbarton
Differential Revision: https://developer.blender.org/D596
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