This patch depends on D1747, which upgrades the Recast version. It exposes the new Recast partitioning methods in the navmesh generation.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1748
The version of Recast that Blender ships with is from 2009. This patch updates the Recast version to the latest version, 1.5.0. The Detour version remains untouched.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1747
The addressed issue is a regression from Blender 2.75, after the internal
switch from double to single precision floating-point numbers in the
Freestyle code base. Face normal calculations require the higher
precision during the computations, even though the results can be stored
as single precision numbers.
Support for driver variables that don't resolve to numbers, eg:
objects, bones, curves... etc.
Without this, Python expressions to access this data needed to use an absolute path from `bpy.data`,
however this is inconvenient, breaks easily (based on naming) and wouldn't set the dependencies correctly.
This fixes reported issue, but there could be more of those hidden in Freestyle code,
it did not handle user refcount at all (and the fact it by-passes BKE in some places
for efficiency does not help here).
Note that this should be relatively harmless, since freestyle uses own Main during
render, so everything is cleaned up in the end in any case... But better try to
handle IDs correctly here too. :)
Note that we may want to review that some day, we have quite a bit of ID types here that are
'blend file' view only, might be worth splitting the check based on this.
That might consider a bit more objects to be considered deform modified,
but it covers common case of using taper object without require of doing
recursive checks.
In worst case it'll be just some extra synchronization time, no render
time difference will happen for false-positive because of extra checks
happening in Cycles.
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.
The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
When non-random, particle distribution used a small start offset (to avoid
zero-weight faces), which is fine with "continuous" entities like faces, but not
for discrete ones like vertices - in that case it was generating some undesired
"jump" over a few verts in case step was small enough
(i.e. total number of verts/particles was big enough).
Point-cached particles (those using simulations) would not update at all outside of
first frame, due to PSYS_RECALC_RESET flag being ingnored in `system_step()`...
For some mysterious reasons, udate is still non-fully functional outside of startframe
(e.g. changing face distribution between random and jittered), but at least when choosing
'Vertices' you get particles from verts and not faces!