The idea is pretty simple: instead of making temporary copy of all the
related custom data layers just pass the ownership from the DM to the
mesh.
This is really handy in cases when you've got DM which you need to
convert to Mesh datablock and wouldn't need that DM after conversion
anyway.
Foe example, render database conversion, exporters and even Modifier
Apply will benefit from this option.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1127
Issue this commit is addressed to is that particle system and particle modifier
will contain caches once derived mesh was requested and this cached data will
never be freed.
This could easily lead to unwanted memory peaks during synchronization stage
of rendering.
The idea is to have RNA function in object which would free caches which can't
be freed otherwise. This function is not intended to deal with derived final
since it might be used by other objects (for example by object with boolean
modifier).
This cache freeing is only happening in the background rendering and locked
interface rendering.
From quick tests with victor file this change reduces peak memory usage by
command line rendering by around 6% (1780MB vs. 1883MB). For rendering from
the interface it's about 12% (1763MB vs. 1998MB).
Reviewers: campbellbarton, lukastoenne
Differential Revision: https://developer.blender.org/D1121
This is not limited to normal maps, it's just that normal maps cause a
mix of interleaved vertex arrays + non interleaved vertex arrays + GLSL,
which could confuse the GL. Possible explanation is that it may be
clobbering the vertex index of the shader somehow but this is difficult
to know without extensive tests and the Mac is needed by Francesco in
the morning :).
Do brute force solution instead, just force legacy drawing on Macs when
VBOs is off. On the plus side VBOs work fine, so we should be fine when
we update.
The smoke obstacle detection was using a maximum distance for BVH
checks to find mesh elements that define boundary cells in the grid.
This BVH test was using an arbitrary value of 0.6 cell units. It should
be `sqrt(3)*0.5` to account for the maximum possible distance of mesh
elements inside a cell. Otherwise some cells that should form the
boundary are not detected as such (no closest mesh element found inside
the radius), so you get gaps in the smoke obstacle.
Now we have an helper that will generate local/global paths and ensure they are valid.
Note: We currently have no way to 'generate' a valid extension in these cases, so just
using raw (file-safe) ID name.
* Do not make Action Stash Tracks or their strips active/selected
* Lock the track to prevent accidental editing/adding of other strips
* Prevent strips from being added into locked tracks by the pushdown operator.
This is mainly to prevent pushdown actions from getting into the stash tracks.
The Solo and Mute functionality for the NLA system should really be mutually
exclusive features. They both affect whether a given track applies or not.
The only difference is that the Solo option mutes all the others, while the Mute
only does this on a per track basis.
Before this fix, muting a strip and then making it solo meant that the solo'd
track would not play at all, which isn't really what we want.
frame start.
Issue here is that if we failed to get an image from the cache, we would
try to load from file. This would fail when the queried frame was less
than the animated sequence start frame, and invalidate the OK state of
the image.
Solution is that when loading from cache succeeds, we also reset the OK
state of the image for animated textures.
The fix might be relevant elsewhere too, but kept it isolated just in
case.
`CustomData_bmesh_interp_n` was expecting the 'dest' arg not to have its offset applied.
This was a bit confusing since the source args have it applied,
and in some cases we only have the destination with the offset.
Fix for T43768
This way it works consistent with cloth, softbodys, etc.
Reviewers: lukastoenne
Differential Revision: https://developer.blender.org/D1134
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.
Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).
{F142195}
Reviewers: moguri, dfelinto, campbellbarton
Reviewed By: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D1074