Some constraints have an option to take the final bezier shape of
the target B-Bone into account. This shape usually depends on two
other bones in addition to the target itself, so the graph should
include the relevant dependencies.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D3591
To get consistent, user-expected results here, we need to 'fake'
starting immediately after a 'skip' block (such that we start with a
full block of selected elements).
Same issue affected vertices and edges selection of course, did not
check the other usages of WM_operator_properties_checker_interval_test()
though.
seems like the openexr 2.3.0 release tarball has broken cmake support, latest from git works
we'll have to revisit this once they get a new release out.
For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).
This affects things like:
- Irregular vertices (joint of 3 or more edges)
- Crease
Keep quality value low for performance.
NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.
Internally quality is translated directly to adaptive subdivision
level.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3599
Beautiful example of typo going unoticed and firing back up in totally
unexpected place years later. Guess nobody actually duplicated a Clip
data-block before! :P
Most likely own fault, during refactor of ID copying code.
There are following reasons to do so:
- The plan is to replace it with some sort of object or viewport option,
so we can apply OpenSubdiv subdivisions on top of modifier stack and
keep modifier stack purely CPU side.
This will solve issues when adding some relation in scene will force
modifier to be evaluated on CPU.
- With new upcoming OpenSubdiv based CPU modifier implementation we can
cache topology similar to what GPU side was doing, which will already
be reasonably faster.
- OpenSubdiv GPU does not work since the OpenGL version bump, and is
to be rewritten with all the adaptive refine options kept in mind.
Since OpenSubdiv GPU was already broken and was only causing object
to become invisible, there is no reason to keep having that option in
the modifier.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3598
This replaces old single toggle option to subdivide UVs with
an enum which can have more options. The usecase for this is
to be compatible with other software. But we also might choose
different subdivision type as default in the future.
DNA and underlying code supports all possible options, but
only the ones which are compatible with old subdivision code
are currently exposes.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3575
C-API is way smaller than the rest of the code which uses it.
So better to conditionally compile stub implementation than
to keep adding ifdef everywhere.
Currently drop operators work mostly by specifying the name of the datablock.
However there can be datablocks with the same name in different libraries, so
this gives wrong results in some cases.
Currently only outliner drop operators have been updated to use this mechanism.
Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.
This patch use a GLSL hack to use nearest sampling on thoses particular
color band.