With deformations and on a simple cube you could get axis flipping with normal-particle alignment.
now use the normal & tangent to create the orientation to give a stable matrix that wont flip.
This matrix was used to store the space the object is in,
which then was accessed by snapping code. No reason to
keep it as a global variable (which isn't safe for threading,
unlikely it'll give issues now, but it's easy to avoid
issues early here).
Now made it so BKE_object_where_is_calc_ex will get an
optional parameter originmat and set this matrix in
solve_parent.
Original patch by self, minor changes by Campbell, thanks!
Issue was caused by size influence affecting on object's matrix, which
is nice by it's own. But mball code was using ob->size to check whether
it's zero-sized object or not, but then was using ob->obmat to scale
the meta elements.
This lead to situation when zero-sized elements were trying to tessellate,
which is for sure a really bad idea.
There's one thing we didn't foresee from the beginning,
which is apparently TLS is only available in OSX starting
from version 10.7, and we still do support of 10.6.
After recent Brecht's changes about locked viewport
while initializing BI render this TLS is not needed
in trunk anymore. So reverting this chunk of base
iteration to use static variable. But leaving all the
other static variables warped into context still, it
should help a bit in the future refactor.
Real fix would be to have some kind of graph context
evaluation structure which would be passing to update
routines (which will solve threaded mballs update) and
making depsgraph responsible for getting a motherball.
But this is all for GSoC project.
This time issue was caused by static variables used in
BKE_scene_base_iter_next function.
Change is not so much ultimate actually, but didn't
find more clear solution for now. So the changes are:
- Wrap almost all the static variables into own context-
like structure, which is owned by the callee function
and getting passed to the iteration function.
- Recursion detection wasn't possible with such approach,
so recursion detection still uses static in_next_object
variable, but which is now stored in thread local
storage (TLS, or thread variable if this names are more
clear for you).
This makes code thread-safe, but for sure final solution
shall be completely different. Ideally, dependency graph
shall be possible to answer on question "which object is
a motherball for this metaball". This will avoid iterating
via all the bases, objects and duplis just to get needed
motherball.
Further, metaball evaluation ideally will use the same
kind of depsgraph filtering, which will get result for
question like "which objects belongs to this group of
metaballs".
But this ideal things are to be solved in Joshua's and
mind GSoC projects.
Tested on linux (gcc and clang) and windows (msvc2008),
hopefully no compilation error will happen.
Thanks to Brecht for reviewing the change and getting
feedback for other possible ways we've dicussed!
the way Curve.len is used at the moment is really stupid, calculate string size on save for now, but should really store the length in bytes and total number of characters.
This is not the nicest behaviour but trying to keep both bullet and
blender side objects in sync breaks in this case.
There might be a better soluion but this avoids crashes for now.
Fixes: [#35995] Delete crash on specific scene (Physics)
This was one of the consequences of r.57333 (i.e. influence shouldn't be ignored
on the first strip that animates a channel), as scale should really default to a
base value of 1 (instead of things being blended against 0 as per all other
properties). The end result was that bones were getting scaled to zero here when
the influence of their strip fell to zero.
Now, we use the RNA default values of properties to initialise their initial
values. This may/may not work well in all cases:
1) For properties which don't have the appropriate RNA defaults set, this will
be problematic. But, most properties people are likely to animate here I think
are already set up correctly.
2) It may not always be nice to have values "snapping back" to default values.
In this case, you should still be defining a strip at the bottom of your NLA
stack which defines what the appropriate rest poses *should* be for your shot.
Make Local operator uses BKE_library_make_local function if all the
datablocks needs to be made local. And this function was calling
id_clear_lib_data for every datablock, which only clears library
data. But this function doesn't work correct for datablocks which
areshared by multiple users (this is also mentioned in comment
for this function).
This lead to situations when two datablocks shares the same runtime
data leading to crashes later. For example making everythig local in
scales cycles scene from durian ends up in a crash when toggling
rig edit mode.
Solved by using id_make_local instead of id_clear_lib_data, which
will ensure all the data are nicely expanded and made local.
Checked by Brecht, thanks fr the review!