For now the "Simulation" modifier only exists for point cloud objects, because
we need this for the particle system. Right now, the modifier is doing nothing.
There is a new `DEG_add_simulation_relation` function that is used
by the modifier to make sure that the simulation is evaluated before
the modifier is executed.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D7549
Propagation when changing sculpt level was missing. In fact, the mask
was simply completely removed when changing sculpt level.
Subdivision worked for simple and linear subdivision, but Catmull-Clark
was giving empty results.
Fixes propagation part of T76386.
Remove resetting of ID uuid session counter, it is not really needed
anymore, and not trivial to do this properly everytime.
Thanks @brecht for investigating this.
nearest_vertex_co was not reset when a new triangle was intersected by
the ray, so it was always returning the closest vertex to the real
cursor position in any triangle, which was not always the triangle under
the cursor.
Reviewed By: sergey
Maniphest Tasks: T75968
Differential Revision: https://developer.blender.org/D7485
Disable (skip) preftching scene strips if they target 3D scene.
Try to continue prefetching complete frame if disk cache images are found.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7514
Since we re-use same addresses of IDs with newly read data, and never
remap old IDs to 'proper' 'old' ID pointers, it implies that old IDs
being deleted will have many ID pointers to new, valid data that we want
to keep.
In general anyway, code from IDTypeInfo (i.e. low-level ID management
code) should never do anything outside of its own ID scope, we cannot
guarantee that given ID is in fully valid state regarding its relations
to other data-blocks.
There is some hard-to-reproduce scenario when top level
would have masks allocated, but without masks on the sculpt
level.
Need to check proper array before accessing its elements.
The check for top-level masks is done by the caller.
Even though {T76514} is caused by invalid geometry, and thus technically
constitutes a bug in the software that created the Alembic file, I would
like Blender not to crash on importing such a file.
The error in the Alembic file consists of invalid mesh loops, where
consecutive loops refer to the same vertex. The `BKE_mesh_validate()`
can actually correct these errors, so this commit focuses on two things:
- Letting Blender survive the situation until the mesh is loaded, and
- Detecting the error so that `BKE_mesh_validate()` can be called only
when necessary. This ensures there is only a minimal impact on
performance when loading actually valid data.
Differential Revision: https://developer.blender.org/D7703
Reviewed By: JacquesLucke
A better fix would probably be to check if the value is animated,
but I'm not sure how to do that.
Reviewers: zeddb
Differential Revision: https://developer.blender.org/D7692
- no sockets on Frame nodes
- no Input sockets on Group Input nodes
- no Output sockets on Group Output nodes
Maniphest Tasks: T76538
Differential Revision: https://developer.blender.org/D7671
Makes a set of more isolated individual functions, which should make
it more clear what's going on. Improved naming, added some comments.
Some extra cleanup is possible to get rid of generic vectors called
vec and disp.
Original code for copying strips tried to change strip name 2 times before
copying and once again after pasting.
Store structs in clipboard in unchanged state, so we can reference data after
pasting easily.
Better method would probably be storing animation data in clipboard as well,
so we can copy animated strips even between scenes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7638
Adding recursive scenes has been disabled, but old files still can be opened.
Add check if scene will render itself.
Opening such file will produce warning on open and error on running render.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7562