Moving the ray_start_local to the new position does not lose as much precision as moving the ray_org_local to the corresponding position.
The problem of inaccuracy is within the functions: `bvhtree_ray_cast_data_precalc` and` fast_ray_nearest_hit`. And not directly in the values of the rays.
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
If you merge from master to blender2.8 after a commit, remember to test in 2.8, otherwise what is the point?
Specially if it's a non-essential commit such as c9817c67fc.
Bug introduced on: f4155d3778 (the merge
that included the above commit).
Goal is to make them more modular, to allow more variants (variable
single-color, thickness, ...) to be added without having to
copy-and-change-one-line of whole chain of shaders.
That problem occurs because of the imprecision of `short int` (16 bits).
The 3d coordinates are converted to 2d, and when they are off the screen, their values can exceed 32767! (max short int value)
One quick solution is to use float instead of short
The snap code is actually a little tricky. I want to make some arithmetic simplifications in it
The only similarity between these functions is that both serve to snap.
However their codes are totally different from one another.
So by separating these functions, it:
- removes the need to put several conditions;
- simplifies and
- optimizes the code
Auto & aligned handles wouldn't restore to their correct locations.
Note that a more direct fix for the bug is possible
(storing the handle locations to restore on cancel).
But that still gives some odd behavior, see code-comments for details.
New dependency graph is tacking root bone into account when building the graph.
This is required in order to get proper dependencies between bones. so we can
reliably use bones as targets from the same rig (and even indirect relations
via external objects). This forces us to tag relations for update when we change
root IK chain bone.
Since relations rebuild is not fully trivial operation, we only do it for
the new dependency graph. In the future it'll be nice to avoid whole graph
rebuild for such cases, but that's mentioned as a TODO.
D2729 by @IgorNull
Currently, trackball rotation sequentially applies rotation across x axis and y axis,
which produces a strange/unusable result on diagonal pointer motion.
This change fixes the problem by using a single axis which is orthogonal
and proportional to mouse delta - matching view-port trackball.