Blender Git Commits

Blender Git "gooseberry_farm" branch commits.

Page: 59 / 93

February 2, 2015, 13:09 (GMT)
Fix for unfreed effector weights in hair dynamics.

The internal cloth modifier effector weights get replaced temporarily
to make the cloth sim use the particle weight settings instead. But
the particle sim was not putting back the original weights, which can be
non-NULL in case the cloth sim allocated these already. Messy design ...
February 2, 2015, 12:37 (GMT)
Fix for unfreed memory due to unnecessary early exit in the free
function.
February 2, 2015, 11:51 (GMT)
Fix for unfreed memory of internal hair cloth modifier pointcache.
February 1, 2015, 17:25 (GMT)
Cleanup: Moved particle interpolation code into own file.
January 30, 2015, 15:03 (GMT)
Merge branch 'master' into gooseberry
January 30, 2015, 14:17 (GMT)
New option for the particle Add brush: `use_add_stroke` to toggle
between stroke and single-add mode.

This was requested especially for use with tablets. With a pen it is
difficult to set a precise point and the tool ends up making multiple
hairs close together all the time. Disabling the stroke option helps
adding individual hairs.
January 30, 2015, 14:14 (GMT)
Merge branch 'master' into gooseberry
January 30, 2015, 13:30 (GMT)
Merge branch 'master' into gooseberry
January 30, 2015, 11:25 (GMT)
Ultra hacky fix for sequencer:

Avoid opening the file when doing uncached reading because ffmpeg takes
quite a long time to read the first frame. Instead, avi jpeg is almost
instantaneous here.
This will leave the anim struct without an Imbuf and that can cause
other unexpected issues elsewhere so commiting on gooseberry first
to try.
Speedup is quite impressive though.

Needless to say, code here quickly becomes a mess and the proxy system
should be made saner but for now just commit to keep things working at
the studio.
January 30, 2015, 10:31 (GMT)
Added missing blenderplayer stubs for new particle edit shapekey
functions used in RNA.
January 29, 2015, 18:35 (GMT)
Merge branch 'master' into gooseberry
January 29, 2015, 16:00 (GMT)
Disabled the child hair hull drawing feature.

This is incompatible with particle data structures in their current form.
Hull drawing requires sorting child particles based on the distance from
their primary parent. However, this changes the order of children, which
is the main method of generating random numbers for them. In the
viewport this is not a problem, but when rendering the children are
constantly recreated, using the respective deformed emitter mesh each
time. This leads to changing child orders when using the convex hull
sorting, and therefore different randomisation values.

To properly implement child hull drawing we would have to generate a
stable parent-child offset metric as well as avoiding any resorting in
the actual data arrays. This in turn requires terribly inefficient
drawing iteration, which could become a bottleneck by itself even before
taking cache coherence or OpenGL optimization requirements into account
(collecting child data into a dedicated buffer for drawing).
January 29, 2015, 13:40 (GMT)
Comment out the proxy fix to test if it makes things better,
January 29, 2015, 11:58 (GMT)
Merge branch 'master' into gooseberry
January 29, 2015, 11:53 (GMT)
Quick test to figure out performance bottleneck in gooseberry.

Failed proxies will now attempt to fetch a smaller proxy first before
fetching the full resolution. This might allow us to see if we are
hitting a bandwidth issue (due to high res) or a file query issue (due
to more file queries)
January 29, 2015, 11:42 (GMT)
Merge branch 'master' into gooseberry
January 29, 2015, 11:05 (GMT)
Merge branch 'master' into gooseberry
January 29, 2015, 03:16 (GMT)
Wire-color was accidentally broken in a merge

Adding back changes to background needed for auto-contrast.
January 28, 2015, 17:13 (GMT)
Support for the (still experimental) parent coloring mode in regular
strand drawing.

Parent coloring is currently still entirely random, but can be improved
for all use-cases later.
January 28, 2015, 16:34 (GMT)
Apply shape keys directly to the hair key data, instead of only applying
to the hair dynamics input DM.

Also this calculation has to happen before caching paths, otherwise
there is a 1-update lag because parent paths still use old values.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021