Now the simplify code works correctly in 3D space. Before it was trying
to project the strokes down into a local 2D space, but that didn't work
nicely for strokes with overhangs or big changes in the stroke
direction.
The code in question was simplified as well which lead to some nice code
reduction.
Reviewed By: Antonio Vazquez
Differential Revision: http://developer.blender.org/D5183
Make sure particle system edit never points to a modifier or particle system
which becomes inactive.
This is needed because copy-on-write will change pointers of them and those
pointers are supposed to be restored from particle system evaluation. But
since the particle system is disabled it never updates pointers.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5180
The issue was that the end point would be extrapolated and it would lead to
very high values if the curve had a near inf slope. Now we use the actual end
point value and only extrapolate values that are outside of the start and
endpoint range.
Differential Revision: https://developer.blender.org/D5151
CDData checking on file load was not taking into account deprecated
CD_MTEXPOLY datatype, which unfortunately shows same weird glitch as
CD_PAINT_MASK and CD_FACEMAP ones...
Note that it was annoying (due to amount of warnings in console), but
totally harmless, since that data type is just deleted anyway.
This commit also generally cleans up the CD_MTEXPOLY deprecation code, we
have a system to handle that, let's use it, instead of defining local
static values to replace it...
Two issues here:
- Evaluated object data is to only be updated for selection only after modifier
stack is done its job. Otherwise it's possible to have selection batch update
called on an input data, at the same time as original object data is being
evaluated.
- If object's modifier stack did not create its own evaluated mesh (in case
when there is no effective modifiers, for example) can not update selection
on object's data, as it might cause threading issues between objects sharing
same data.
The root cause seems to be an assumption in
[generate_video_frame()](https://developer.blender.org/diffusion/B/browse/master/source/blender/blenkernel/intern/writeffmpeg.c)
that we're always using 4 bytes per pixel. This is not true when using
QTRLE in RGB mode, because that uses the RGB24 pixel format (so 3 bytes
per pixel). Just updating the `linesize` property doesn't fix it though,
but just creates a crash somewhere else.
This at least fixes the crash by always forcing RGBA to be written, even
when the user selects RGB.
There are several aspects to the fix:
- Always calculate bounding box for meshes and curves from dependency
graph evaluation function.
There is a reason why mesh was tagged for geometry update, so can not
be spare here in attempts to avoid calculation.
- Copy bounding box and texture space to original object for active
dependency graph.
This matches object-level bounding box and allows to remove bounding
box evaluation from RNA.
There are several aspects to the fix:
- Always calculate bounding box for meshes and curves from dependency
graph evaluation function.
There is a reason why mesh was tagged for geometry update, so can not
be spare here in attempts to avoid calculation.
- Remove texture space evaluation from RNA accessor.
Such data is to be evaluated by a dependency graph.
Don't see a reason to be different here: we never force evaluation of
any kind from RNA.
- Copy bounding box and texture space to original object for active
dependency graph.
This matches object-level bounding box and allows to remove bounding
box evaluation from RNA.
Before this change using Sequencer input for the scene strip would
permanently enable sound playing back for that strip. Going back to
Camera would have been still playing sound from the strip, which is
rather misleading since rest of the nested sequencer is not used.
Now, when close a geometry with cyclic is possible generate new geometry for the gap.
The cyclic operator now supports multiframe edition too. Before only worked with active frame.
Also added the corresponding missing menu options and the new F keymap. All these features were missing, pending of the fix of the alpha glitches in stroke already done.
ffmpeg defines some of the math constants if they are not
found before including any of its headers, this lead to
a build warnings about M_E, M_LN2 and M_SQRT1_2 being
redefined once BLI_math_base.h gets included.
This option from the very beginning of its existence needed more work
to make it work correct and this was never done.
This option was working fine during continuous playback, when there
are no skipped frames, but it was failing when AV-sync of framedrop
was enabled.
It was never working correct when jumping between frames, including
rendering on a farm which usually does frame-range based rendering.
With copy-on-write things became even more tricky, since the "stuck"
flag was never preserved between re-evaluations.
Fixes T65683: Sticky Option in Floor Constraint for Bones Not Working
Previously settings were removed, now add to the rigid body world automatically
even if it's a bit ill defined, since this is confusing for users.
Fundamentally the concept of a rigid body world collection could be revised, and
left only as an optional thing.
This reverts commit 36faf739a7.
Somewhat annoying but this change had some unforeseen consequences,
which lead to an actual bug.
Since this change was not sufficient to get original report fixed
is easier to simply revert for now.
Fixes T65842: Hair disappears when clicking on particle system name
Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.
Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4638
Was noticeable when sequencer uses scene with a compositor.
The way it was using render API was forcing a single render layer.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5095
Properly initialize custom data layers to default values when copying from
a mesh that does not have all the same layers.
Differential Revision: https://developer.blender.org/D5003
Now, when you add an slot and then draw, the automatic created material will use the empty slot, instead to add a new slot and leave a empty one.
This fix only works if you add only an empty slot. We could remove any empty slot in the middle, but as this has no impact in the drawing or file, it does not worth the CPU time to review every time the material list. Anyway, the user can press delete button to remove any empty slot.
If we see this is a big problem in the future, we can reopen the bug and add this cleaning function.