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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
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).
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.
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
January 20, 2015, 18:16 (GMT)
Point 2.73a release to updated addons revision
January 20, 2015, 15:40 (GMT)
Show 'a' on the splash screen
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
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021