Revision 99683f2 by Bastien Montagne July 4, 2016, 14:10 (GMT) |
And one more fix to particle distribution! As pointed by Brecht, previous fix in rB61b49de44940 was actually incomplete, we could still hit float rounding issue and hence same value in more than one consecutive items of element_sum. New solution is a bit different, we remove the 'minimal weight' check, and rather simply ignores an item when the sum of its normalized weight to previous item's sum does not add anything. Shall be safe and 100% effective this time! |
Revision d3b27bd by Bastien Montagne July 4, 2016, 09:48 (GMT) |
Fix bmesh test after recent refactor. |
Revision d4eb28a by Alexander Romanov July 4, 2016, 08:19 (GMT) |
BI Viewport(GLSL): support for envmap in Texture node This patch is another step to achieve BI and it's Viewport consistency for cubemap textures. {F318879} To test world_space_shading flag D2072 is required. Alexander (Blend4Web Team) Reviewers: campbellbarton, brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2074 |
Revision 4aaf5ba by Alexander Romanov July 4, 2016, 08:08 (GMT) |
Fix input for Texture node (envmap+world_space_shading) This patch fixes shortcoming of D2046. The original behavior without world_space_shading flag is that Texture node expects the reflected vector in view space. But with world_space_shading it should be in world space. In attached file you will see a simple material setup and a node material analogue. Simple material must have the same behavior regardless world_space_shading flag. {F318866} Alexander (Blend4Web Team) Reviewers: brecht Reviewed By: brecht Subscribers: campbellbarton, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2072 |
Revision fe44eac by Alexander Romanov July 4, 2016, 08:01 (GMT) |
Environment lighting for the GLSL mode Environment lighting (aka ambient) is a key component of any renderer. It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes. It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine. Before: {F113921} After: {F113922} Example file: {F319013} Original author: valentin_b4w Alexander (Blend4Web Team) Reviewers: valentin_b4w, campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin Projects: #rendering, #opengl_gfx Differential Revision: https://developer.blender.org/D810 |
Revision 9269574 by Campbell Barton July 4, 2016, 04:55 (GMT) |
Quiet warnings w/ USE_VERIFY define |
Revision b27322e by Campbell Barton July 3, 2016, 13:28 (GMT) |
Curve: utility to evaluate entire curve |
Revision b084003 by Campbell Barton July 3, 2016, 11:14 (GMT) |
Update pacman pkgbuild |
Revision 8cc123a by Brecht Van Lommel July 3, 2016, 11:08 (GMT) |
Fix T48783: OSL render errors after recent refactoring. |
Revision 2c9add9 by Brecht Van Lommel July 2, 2016, 19:54 (GMT) |
Fix use of uninitialized variable in Cycles OpenCL image textures. |
Revision 0d4961c by Thomas Szepe July 2, 2016, 16:38 (GMT) |
Fix typo in bgl.Buffer report function A GL_INT buffer was reported as GL_BYTE. |
Revision ee90bad by Thomas Dinges July 2, 2016, 16:07 (GMT) |
Install Deps: Use OSL 1.7.3, latest bugfix release. |
Revision aef7212 by Campbell Barton July 2, 2016, 10:22 (GMT) |
Correction for MSVC |
Revision b104764 by Campbell Barton July 2, 2016, 08:18 (GMT) |
BMesh: utility function to resize bmesh elements This can be used to re-allocate bmesh data with/without tool flags. Needed for Symmetrize since it uses bmesh operators from dyntopo. |
Revision 9f5621b by Campbell Barton July 2, 2016, 00:08 (GMT) |
Cleanup: comment blocks |
Revision 1077514 by Campbell Barton July 2, 2016, 00:00 (GMT) |
Cleanup: style |
Revision 5c249fa by Thomas Dinges July 1, 2016, 21:48 (GMT) |
Revision 85c9aef by Bastien Montagne July 1, 2016, 16:29 (GMT) |
"Fix" crash when deleting linked object which has indirect usages. This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :( |
Revision ad717fe by Bastien Montagne July 1, 2016, 16:29 (GMT) |
Outliner: pass operator's reports to all operation callbacks. Also define single callback func typedef, cleaner this way! Note: maybe we want to do that for the other callbacks too (data, etc.), but will be enough for now. |
Revision 158679c by Sergey Sharybin July 1, 2016, 12:25 (GMT) |
Fix T48666: Segfault on boolean operation when exiting edit mode of instanced operand This is quite tricky situation which combined: - Boolean modifier which accesses other object's derived mesh (in fact, it's nothing to do with boolean modifier, any other modifier which uses other's DM will have same bug). - Dependency cycles in the scene which is rather russian-roulette from the cycle solver point of view. - Multiple instanced objects used as boolean operand. With all this things combined boolean modifier was accessing operand's derived mesh which was referencing data from Mesh datablock. The issue is that those references are becoming invalid after EDBM_mesh_load(). This function already had code to make sure object itself does not end up with dangling pointers from derived mesh. Make it now so no possible instanced objects are left with dangling pointers. And who said it's a good idea to reference something from derived mesh.. |
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