Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
- mesh_calc_modifiers & editbmesh_calc_modifiers
now follow similar naming.
- me and mesh were too easily confused in mesh_calc_modifiers
(remove 'me', access ob->data).
Before when press . (view_select) the object was centered at the dummy, but now it's centered with the strokes bounding box size.
Also fixed some problems in edit mode when the object origin was not in view origin.
Includes the following fixes
- Fix smoke texture creation: data was interpreted as Byte instead of Floats.
- Fix Velocity texture not being free after draw: also was causing crashes.
- Fix display_thickness not being copied during COW.
- Fix Blending and general volume rendering algorithm.
- Add Volume Shadowing support.
while it is possible to permanently flip the colors using the 'X' button, this makes it consistent with Texture Paint.
fixes T56994
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: JulienKaspar
Tags: #sculpting_and_painting
Maniphest Tasks: T56994
Differential Revision: https://developer.blender.org/D3753
Both original handle types are based on location, and Absolute uses it
in a weird way: the Start handle uses the head, while End uses the tail.
This makes controlling the shape of the B-Bone via control bone rotation
really non-intuitive, especially if trying to add a single control for
the tangent in the middle of a B-Bone chain.
To remedy this, add a new custom handle type that uses the orientation
of the control bone, while completely ignoring location. It is even
possible to control both ends of one B-Bone with the same handle bone,
resulting in an S shape.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3769
Specifically, it should always use the position of the custom handle
bone head, even when affecting the handle at the tail of the main bone,
and shouldn't apply the special handling for joining two B-Bones.
This handle type was unusably broken before a bug fix included in
recent changes, so it should be safe to break backward compatibility.
The grid now can be configured by object because this helps to identify objects and allows to define diferent grid parameters for each objects.
Also added a color option.
The rest shape of B-Bones is actually affected by custom handles or
the default connected parent/child mechanism. Ignoring these effects
thus leads to the edit mode shape being different from the actual
rest pose.
This splits the b_bone_spline_setup function that is used to compute
the correct rest and pose shape from pose channels into two parts,
and applies the data structure independent half to edit mode.
In order to access the custom handle settings in Edit Mode, they are
moved to Bone and EditBone, while the bPoseChannel fields are downgraded
in status to a cache for performance. Also, instead of flags, introduce
an enum to specify the handle operation modes, so that new ones could
be added later.
Reviewers: aligorith, brecht
Differential Revision: https://developer.blender.org/D3588
Custom handle settings actually affect the B-Bone rest shape,
so they should be changed in Edit mode rather than Pose mode.
This is necessary to be able to display the correct rest shape
of the bone in Edit Mode.
Also, instead of flags, introduce an enum to specify the handle
operation modes, so that new ones could be added later.
Differential Revision: https://developer.blender.org/D3588
Users can select the main unit they want to use now.
Previously the displayed unit always depended on the magnitude of the value.
The old behavior can be restored by switching to the "Adaptive" mode for length, mass and time units.
Meters, kilograms and seconds are the default units for new and old scenes.
The selected unit is also the default unit for user input.
E.g. if cm is selected, whenever the user inputs a unitless number into a field of type length, it will be interpreted as cm.
Reviewer: brecht
Differential: https://developer.blender.org/D3740
Allow raycasting in two directions and culling front or back faces.
Also implement a new Invert Cull option in both constraint and
modifier that can be used to aim for faces aligned with the project
axis direction when raycasting both ways.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3737