Age | Commit message (Collapse) | Author |
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The reason it appeared working was due to left-over debug code to force
time dependency.
Real fix seems to include force tagging objects used by duplication,
similar to what we do for some other modifiers already.
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Add a enum headers to DNA, to be included in other headers
so function signatures can use enums for better type safety.
Add DNA_*_enums.h matching DNA_*.types.h as needed.
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T53783.
Before, profile=1 ("square outside") only worked well in a few cases
(some "pipes", cube corners). This makes it work well pretty much
everywhere.
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Keep mode checks simple, nest other checks in their body.
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Also remove unused struct member.
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This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
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Was happening when viewport visibility on the particle system is disabled.
This became an issue after c45afcf, but the actual issue goes a bit deeper
and the following aspects were involved:
- Relations builder for particle system was ignoring particle system if
it's visibility is not enabled for viewport. This is something what
shouldn't have been done -- depsgraph relations are supposed to be the
same no matter if it's viewport or render.
- Relation builder was only dealing with duplication set to object, but
was ignoring group duplication.
This is technically a regression in 2.79a-RC as well, so would need to
backport this fix to the branch after extra testing is done here in the
studio.
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the hint)
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This is rather a workaround to avoid main thread freeing all glyph caches
at the same time as sequencer uses fonts to draw text sequences.
Ideally we need to either make cache more local, or user-counted or to make
somewhat more global locks. All this ends up in a bigger refactor which is
better for 2.8. For the meantime let's make Blender more stable with a tiny
workaround.
Downside is that keeping zooming things up and down in interface during render
will increase memory usage by unused glyph caches. It's not too bad though,
all unused caches will be freed first time at area zoom after render.
Thanks Bastien for review!
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Differential Revision: https://developer.blender.org/D3032
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bli_fileops.h was using uint64_t without including the proper header.
issue triggered by rBb0af44fa4d7a2e134b315c49a4fbdf573f781004
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Epic fail from recent 'security' fixes (rBe04d7c49dca9). ;)
To be backported to 2.79a!
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Consistent with other BLI API's
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Musgrave on some Intel GPUs
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uncritical errors.
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At some point, we could probably think about removing IRIS file format
support, don't think there are much of those around anymore. But for
now, let's add a translation context to wipe effect. :)
Reported in T43295 by @blend-it, thanks.
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Failure in own code from last December, thanks @sergey for finding it.
To be backported to 2.79a.
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The issue was introduced by eb016eb as a fix for T41258, which added depsgraph
tagging with zero flag. The comment was saying that it's to make derived caches
to be updated, however bot sure how that could possibly work: tagging ID for
update with 0 flag only sets updated tags in bmain in old dependency graph.
In the new depsgraph, where object data is a part of depsgraph, doing such a
tag forces object to be updated, which re-triggers viewport rendering, which
is causing such an infinite viewport render rest.
Can not reproduce any crashes here, so maybe it's fine to move on with this
change.
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For chains, access to g_prod[0] was undefined.
And two minor style (whitespace) changes.
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Original fix only worked when there is one custom property.
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This code was disable a while back and got re-enabled by some previous debug
process. Having relation names in dot file helps understanding what's going
on in one cases, but makes things spread too far away in others.
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The new depsgraph was only considering the active action
when attaching relations from the AnimData component/operation
to the properties that are affected by the animation data.
As a result, only properties animated by the active action
were working, while those animated by NLA strips did not change
when playing back/scrubbing the timeline.
This commit fixes this introducing a recursive method to properly
visit all NLA strips, and calling DepsRelBuilder::build_animdata_curves_targets()
on each of those strips.
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- Rename eViewOpsOrbit to eViewOpsFlag
since VIEWOPS_ORBIT_DEPTH isn't just used for orbiting.
- Move use_ensure_persp & use_mouse_init into the flag.
- Remove viewops_data_create_ex.
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renaming/fixing code
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Technically this was not a bug, as this functionality was not meant to
work. (Drivers were already handled though, as they are part of the rig)
It was assumed that there was little value in having this functionality
available, as in most pipelines, animation production only begins after
the rig has been locked down (see bug report comments for more details).
On reflection, in most common situations, there's probably no harm in
doing these rna path fixups. This commit takes advantage of some similar
code I recently put in place in the Grease Pencil branch (for joining GP
objects and their layers).
Important Note for Animators/Riggers/TD's:
Please be aware that after joining armatures, some of the animation may
still need to be redone (due to changes in the transform hierarchies/
transform spaces that the animation is applied in). We do not attempt
to correct for these problems, and it is unlikely that we will in future.
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The "Apply Pose as Rest Pose" operator now affects Bendy Bone settings
too, making it possible to use interactive posing tools (e.g. Pose Sculpting
brushes) to get the desired shape for the rest-pose shape of Bendy Bones.
When such posing tools are available, this change makes it easier to get
the desired Bendy Bone shapes, as you are no longer restricted to using
buttons to get the desired effects.
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USER_ZBUF_ORBIT -> USER_DEPTH_NAVIGATE
The name didn't make sense since it's used for all view navigation.
Also rename USER_ZBUF_CURSOR -> USER_DEPTH_CURSOR since zbuf
is an internal detail.
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- Group initial/previous/current members
Was using terms old/prev/last/orig in confusing way.
- Replace x,y variables with vectors.
- Remove unused members.
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When accessing view-port operators from widgets
we need the ability not to use auto-depth or zoom-to-mouse.
Trackball rotation still needs to be supported.
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Make args more consistent.
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The old algorithm depended on vertex order.
The new one uses a global least squares solution on chains
and cycles of edges where loop slide induces a dependency.
See https://wiki.blender.org/index.php/Dev:Source/Modeling/Bevel
in the "Consistent Widths for Even Bevels" for derivation of
the new algorithm.
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Also move ..._needs_opengl functions into view3d_utils.c
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Operators and utility functions were getting too mixed up,
the files were also quite large.
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Forgot to add that in previous commit, also related to T53003.
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