We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.
After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3050
Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.
Reported as T53999 although this issue has been known limitation
for a long time.
The reason it appeared working was due to left-over debug code to force
time dependency.
Real fix seems to include force tagging objects used by duplication,
similar to what we do for some other modifiers already.
Add a enum headers to DNA, to be included in other headers
so function signatures can use enums for better type safety.
Add DNA_*_enums.h matching DNA_*.types.h as needed.
T53783.
Before, profile=1 ("square outside") only worked well in a few cases
(some "pipes", cube corners). This makes it work well pretty much
everywhere.
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
Was happening when viewport visibility on the particle system is disabled.
This became an issue after c45afcf, but the actual issue goes a bit deeper
and the following aspects were involved:
- Relations builder for particle system was ignoring particle system if
it's visibility is not enabled for viewport. This is something what
shouldn't have been done -- depsgraph relations are supposed to be the
same no matter if it's viewport or render.
- Relation builder was only dealing with duplication set to object, but
was ignoring group duplication.
This is technically a regression in 2.79a-RC as well, so would need to
backport this fix to the branch after extra testing is done here in the
studio.
This is rather a workaround to avoid main thread freeing all glyph caches
at the same time as sequencer uses fonts to draw text sequences.
Ideally we need to either make cache more local, or user-counted or to make
somewhat more global locks. All this ends up in a bigger refactor which is
better for 2.8. For the meantime let's make Blender more stable with a tiny
workaround.
Downside is that keeping zooming things up and down in interface during render
will increase memory usage by unused glyph caches. It's not too bad though,
all unused caches will be freed first time at area zoom after render.
Thanks Bastien for review!
At some point, we could probably think about removing IRIS file format
support, don't think there are much of those around anymore. But for
now, let's add a translation context to wipe effect. :)
Reported in T43295 by @blend-it, thanks.
The issue was introduced by eb016eb as a fix for T41258, which added depsgraph
tagging with zero flag. The comment was saying that it's to make derived caches
to be updated, however bot sure how that could possibly work: tagging ID for
update with 0 flag only sets updated tags in bmain in old dependency graph.
In the new depsgraph, where object data is a part of depsgraph, doing such a
tag forces object to be updated, which re-triggers viewport rendering, which
is causing such an infinite viewport render rest.
Can not reproduce any crashes here, so maybe it's fine to move on with this
change.
This code was disable a while back and got re-enabled by some previous debug
process. Having relation names in dot file helps understanding what's going
on in one cases, but makes things spread too far away in others.
The new depsgraph was only considering the active action
when attaching relations from the AnimData component/operation
to the properties that are affected by the animation data.
As a result, only properties animated by the active action
were working, while those animated by NLA strips did not change
when playing back/scrubbing the timeline.
This commit fixes this introducing a recursive method to properly
visit all NLA strips, and calling DepsRelBuilder::build_animdata_curves_targets()
on each of those strips.
- Rename eViewOpsOrbit to eViewOpsFlag
since VIEWOPS_ORBIT_DEPTH isn't just used for orbiting.
- Move use_ensure_persp & use_mouse_init into the flag.
- Remove viewops_data_create_ex.