January 21, 2015, 18:29 (GMT) |
Sequencer Proxy: Image - Avoid creating unecessary proxy image files |
January 21, 2015, 18:29 (GMT) |
Sequencer Proxy: movies sequences in a working state, aka everything working Proxies in the Sequencer are fully working with Multiview. The code can be cleaned up a bit, but at least it's entirely functional. Note, for images we generate one proxy image per view (per frame), while for movies we generate one proxy movie per movie (so an anaglyph movie will generate only one proxy). Tested cases: * Image sequence - mono * Image sequence - 3d top-bottom encoded * Image sequence - 3d left-right pair * Movie sequence - mono * Movie sequence - 3d top-bottom encoded * Movie sequence - 3d left-right pair |
January 21, 2015, 18:29 (GMT) |
Small refactor using BKE_scene_view_id_suffix_get() |
January 21, 2015, 18:28 (GMT) |
Merge remote-tracking branch 'origin/master' into multiview Conflicts: intern/cycles/blender/addon/ui.py source/blender/makesrna/intern/rna_space.c |
Revision 5662864 by Lukas Toenne (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) January 21, 2015, 13:05 (GMT) |
Merge branch 'master' into gooseberry |
January 21, 2015, 11:59 (GMT) |
Depsgraph: WIP - Experimental fixes for regressions introduced So, it seems that using BONE_READY for constraint targets was breaking production rigs (notably the foot/leg setups), while using BONE_DONE will break the constrained-to-bone-in-same-ikchain setup... Just noting this here in case this comes in handy at some point. Perhaps we need to try something fancier using the rootmaps here? |
January 21, 2015, 11:03 (GMT) |
Depsgraph: WIP attempt to resolve some problems with IK chains This commit tried to fix the problems which occur when a bone that's part of an IK chain has a constraint to another bone in the same chain. Since all constraints are (or should still) handled before the IK solver runs, that ended up causing a deadlock, since the offending bone would rely on the "final" (done_node) transform of another bone in the same IK chain, which could only run after the IK solver runs - but that cannot run as it's waiting on this constrained bone. * Added a dedicated "BONE_READY" noop, which sits after the constraints op, before the done node, and before any link to an IK solver. This replaces all the calls to bone_final_transform() by having a dedicated node which can be queried for this purpose * Simplified the way that bone relationships get set up: The idea is that all bones in the same armature will use the "READY" nodes instead of "DONE" to avoid any lockups when dealing with IK. This way, we can do without all the common-root checks before doing parent links and so forth, as well as just setting out all the major relationships at the same time. (There is of course the risk that this breaks some old rigs (* see note below)) The result of all these efforts is that all the simple test cases and also the test file with the offending setup which inspired this fix all work now. However, it also seems to now be causing a range of weird regressions with production rigs (notably, strange new unstable popping in Koro and Victor Layout, as well as lag issues on some simpler IK leg rigs). |
Revision 0f26b5d by Lukas Toenne (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) January 21, 2015, 09:38 (GMT) |
Removed the solver_index from cloth vertices. This was used as part of the "sim preview" feature, where some amount of vertices were tagged as disabled in the particle system. Due to the mind twisting complexity of using the nested cloth modifier to simulate hair strands indirectly it became necessary to still store all the vertices, but then disable them again on the solver level ... If this ever gets reimplemented it must be done in a sane way, avoiding the cloth step altogether. |
Revision 6681a6e by Lukas Toenne (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) January 21, 2015, 09:13 (GMT) |
Merge branch 'master' into gooseberry Conflicts: source/blender/editors/space_view3d/view3d_draw.c source/blender/physics/intern/BPH_mass_spring.cpp source/blender/physics/intern/implicit_blender.c |
Revision bbf09d9 by Sergey Sharybin (blender-v2.73-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 20, 2015, 18:16 (GMT) |
Point 2.73a release to updated addons revision |
Revision ced2738 by Sergey Sharybin (blender-v2.73-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 20, 2015, 15:40 (GMT) |
Show 'a' on the splash screen |
Revision e076fca by Sergey Sharybin (blender-v2.73-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 20, 2015, 14:10 (GMT) |
Point addons to the backported revision |
January 20, 2015, 13:11 (GMT) |
Merge branch 'master' into temp_custom_loop_normals |
January 20, 2015, 13:07 (GMT) |
Merge branch 'master' into asset-experiments |
January 20, 2015, 12:55 (GMT) |
WIP Subsurf ptex coords |
January 20, 2015, 12:55 (GMT) |
WIP cycles packed texture stuff |
January 20, 2015, 12:55 (GMT) |
WIP tex image node |
January 20, 2015, 12:55 (GMT) |
WIP GPU stuff |
January 20, 2015, 12:55 (GMT) |
WIP add ptex vertex attrib to DerivedMesh for GPU drawing |
January 20, 2015, 12:55 (GMT) |
WIP imbuf hacks |
|
|
|


Master Commits
MiikaHweb | 2003-2021