This integrates hair collisions with the new cloth collision system,
greatly improving reliability, and reducing the amount of hair-specific
code paths in the cloth code.
The removes all the point constraint based collision stuff, instead
implementing segment impulse based collisions, using the same collision
response code as the normal cloth solver.
The hair system can now also collide with the emitter if it is a
collision object.
Reviewed By: mano-wii, Sebastian Parborg
Differential Revision: https://developer.blender.org/D6545
The last handle wasn't corrected, also, there is no reason
to flip the handles while sorting (checking the same handles many times)
move this into it's own loop.
Based on @fclem's suggestion in D6421, this commit implements support for
storing all tiles of a UDIM texture in a single 2D array texture on the GPU.
Previously, Eevee was binding one OpenGL texture per tile, quickly running
into hardware limits with nontrivial UDIM texture sets.
Workbench meanwhile had no UDIM support at all, as reusing the per-tile
approach would require splitting the mesh by tile as well as texture.
With this commit, both Workbench as well as Eevee now support huge numbers
of tiles, with the eventual limits being GPU memory and ultimately
GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs.
Initially my plan was to have one array texture per unique size, but managing
the different textures and keeping everything consistent ended up being way
too complex.
Therefore, we now use a simpler version that allocates a texture that
is large enough to fit the largest tile and then packs all tiles into as many
layers as necessary.
As a result, each UDIM texture only binds two textures (one for the actual
images, one for metadata) regardless of how many tiles are used.
Note that this rolls back per-tile GPUTextures, meaning that we again have
per-Image GPUTextures like we did before the original UDIM commit,
but now with four instead of two types.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6456
Not sure how the WorkSpaceLayout.screen pointer could end up being NULL,
but apparently that happens, or at least happened with older files.
Rather than just adding NULL-checks, prefer not keeping around those
invalid layouts at all.
When a node was partially/fully hidden, this was causing the mask flags
to update incorrectly because it was not checking all vertices, so they
were assigned the fully_masked state and not updating in the transform
tool and mesh filter.
Reviewed By: jbakker
Maniphest Tasks: T73094
Differential Revision: https://developer.blender.org/D6573
The PBVH usually is rebuild after a topology change, so it does not make
sense to keep the previous dynamic mesh preview vertex list. This may
cause a crash is the number of vertices of the new mesh (and preview) is
larger previous one. Now the list is deleted with the PBVH and a new one
will be generated using the new mesh when the cursor is updated.
Reviewed By: jbakker
Maniphest Tasks: T71712
Differential Revision: https://developer.blender.org/D6476
The original code had 0 as a magic number in the test whether the weight
belongs to a locked group, instead of comparing it to the actual group
number.
Thanks @mano-wii for providing the diff.
Currently a curve's beveled geometry is built with duplicate geometry
along the seams between the "front," "back," etc, sections of the
curve. This builds them in one piece, resulting in smooth geometry.
Other than the duplicate geometry, the vertex positions are the same
as before.
Reviewed By: campbellbarton, mano-wii
Differential Revision: https://developer.blender.org/D6562
Studiolights that were just created didn't had the
`STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS` flag. Without this flag the
studiolight the viewport didn't show the specular highlights and it
wasn't possible to switch the highlights on/off in the popover. After
reloading the studio lights this was possible.
This patch will always set the flag for any newly created, or being
edited studiolight, so the workbench render engine is fed with the right
data.
An optimisation in the collision system for cloth (static collisions),
broke the particle collisions, as they take motion into account. This
restores the moving BVH required for the particle collisions, while
keeping the optimisation for the cloth collisions.
Reviewed By: mano-wii
Maniphest Tasks: T71620
Differential Revision: https://developer.blender.org/D6560
This commits introduces the pose_ik_segments brush property in the Pose Brush. When increasing the IK segments count, the brush generates more segments and weights associations following the topology of the mesh. When moving the brush, these segments are transformed using an IK solver and they are used to deform the mesh.
When pressing Ctrl, the brush controls the segments' roll rotation instead of using the IK solver. The brush falloff controls how much rotation is propagated from the first to the last segment in the chain.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6389
Remove this pointer since it's linking Mesh data back to the object,
where a single edit-mesh may have multiple object users,
causing incorrect assumptions in the code.
Resolves dangling pointer part of the T72667 crash,
although there are other issues which still need to be fixed.
In EDBM_op_finish and EDBM_update_generic,
full Main lookups have been added which should be replaced with mesh
argument or the update tagging moved elsewhere.
Note that this is a bit clumsy having both edit-mesh and mesh,
BKE_editmesh_ensure_autosmooth & BKE_editmesh_lnorspace_update
are often called together, these could be made into a single functions.
Nice reversed-logic mistake in rB693721cc7e7d.
How this could remain unnoticed for almost one year is fairly
mysterious, this should have basically broke all node tree copying,
would expect such bug to get reported within days, weeks at most...
Probably because that function is not that much used in current code.
Nice reminder also that those bloody nodetrees still need a lot of
cleanup/refactor/simplification when it comes to ID management code.
Reported/fixed as part of D6484, but this really needs its own commit.
Since we are already respecting the User Preference for 'auto_smoothing'
in 'BKE_nlastrip_validate_fcurves', we should also do this for default
interpolation and handles.
Maniphest Tasks: T70986
Differential Revision: https://developer.blender.org/D6490
Previously the alpha was hardcoded to 0.7. Now it is possible to control
the cursor alpha by changing the alpha color of the cursor color
property. New alpha default is 0.9. This, with the new saturated colors,
should make the cursor more visible on highdpi screens.
I also removed the cache location preview as it is too visible right now
with the new alpha and color values.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D6433
Rewrite the checks for determining if the solution is actually within
the triangle to fix stability issues when the correct solution is on
an edge, and step is very small, i.e. the solution is already very
close. Also, comment more clearly what is happening geometrically.
This should fix problems when vertices that should project exactly
onto an edge actually miss, resulting in weird spikes. This made
Target Normal Project unusable for the voxel remesher.
Currently the action channels are applied after the existing
transformation, as if the action controlled a child of the
bone. This is not very natural, but more importantly, the
transform tools are not designed to work conveniently with an
additional 'pseudo-child' transformation, resulting in effects
like an unexpected pivot location.
Implementing a Before mode that integrates the action channels
as if applied to a parent allows using the special transform
tool code intended for dealing with such constraints.
Note that in either mode, Action constraints should be added
in reverse order, putting a new constraint before the existing
ones that the Action was keyframed to work together.
In order to implement the option, extract a utility from
the Copy Transform constraint code for combining transforms
with special anti-shear scale handling that matches the
Aligned Inherit Scale mode.
The Before mode also requires switching the constraint to
the Local owner space, while the After mode can still use the
World space for efficiency as before. Since the constraint
doesn't have an Owner space option in the UI, this has to be
handled in an RNA setter.
For full backward compatibility, the original simple matrix
multiplication mode is preserved as the third option, but it
is not recommended due to creating shear.
Differential Revision: https://developer.blender.org/D6297