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Blenderin Git "master"-kehityshaaran kommitit.

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Revision 9683807 by Joshua Leung
September 5, 2015, 12:07 (GMT)
Fix T45938: Ocean modifier animation not working with NLA action-strip (old depsgraph only)

When a modifier was animated by a NLA strip, this animation was not working when using
the old depsgraph. This was because the code which checks if a NLA strip affects any
modifiers was missing - specifically, it was originally left out as it was thought
that it was unlikely that many users would need this, but adding in those checks
would have a (slight) negative effect files where there are heaps of NLA strips
but modifiers animated this way were absent.

The new depsgraph however doesn't suffer from this problem, as these sorts of checks
need ot be built into the graph-building stage for everything to work, so these links
had already been added.
September 5, 2015, 07:44 (GMT)
Math Lib: isect_plane_*_v3 avoid negation

Unmeasurable speedup for plane intersection.
September 5, 2015, 07:10 (GMT)
Math Lib: simplify isect_plane_plane_v3

Unlike the 3 plane method, the 2 planes squared cross-product _is_ the determinant.
September 4, 2015, 20:41 (GMT)
Fix T46015: normals_split_custom_set_from_vertices doesn't work with zero vectors

This was simply broken for vertex case (indexing loop normals with vert indices...).

Turns out to be rather verbose to replace on-the-fly zero normals by default ones correctly,
and do not want to make a full copy of the given custom normals array, so now this one is
editied in place (replacing zero vectors by correct default normals). Don't think this
could be a serious issue anyway.
September 4, 2015, 15:06 (GMT)
Cycles: Fix for wrong optimization of bump node

It can't be simply removed in cases when it's connected to input which is
different from Normal. This is because the input wouldn't be connected to
default Normal geometry input, possibly breaking shading setup.

The fix is not really ideal, but should work at least.

This fixes skin having too much glossy reflection in the file from T46013.
September 4, 2015, 15:06 (GMT)
Cycles: Fix wrong check for zero-sized triangles

Initial idea was to optimize calculation a bit by skipping calculation of actual
triangle edges and use vector from ray origin to triangles. In practice this
optimization didn't quite work in cases when origin point is too close to the
triangle.

Let's do 2.76 with a bit more complicated calculation, still looking into exact
reasons why watertight intersections fails in certain cases, but actual fix might
bit be ready so soon.

This fixes wrong eyes on the lady from T46013.
September 4, 2015, 14:50 (GMT)
Fix T46010: Bone offset between Rest Pose and Edit mode.

That one was hairy... To summarize:
* We were setting Bone.head/tail (aka **local** rest location of bone) from EditBone data, using **EditBone's parent computed armature space**.
* We use those local head/tail to define Bone's restpose (in `BKE_armature_where_is_bone()`), using **Bone's parent armature space** (aka parent's arm_mat).
* Because of bone's roll nightmare, the two above parent's matrices will often not be the same.
In an ideal world, this should not affect locations (head/tail), but in real world of float it does - noticeably, in some extreme cases.

So! This commit cleans up things a bit (`fix_bonelist_roll()` was already doing much more than just fixing roll mess, has been renamed
to `armature_finalize_restpose()`), and ensures we do use (final!) parent's arm_mat local space to compute children's local head/tail as well.
This allows us to avoid too much imprecision here.

Checked the patch also with a complete Victor's rig from Gooseberry, seems to have no nasty side effects - fingers crossed!
September 4, 2015, 14:50 (GMT)
Cleanup: Better to assert over bad condition (which shall never happen anyway), than just return with un-initialized mat...
September 4, 2015, 12:29 (GMT)
Fix for isect_tri_tri_epsilon_v3 w/ small faces

tris with ~1e-05 edge lengths would fail
September 4, 2015, 12:13 (GMT)
Math Lib: Use plane intersect from graphics-gems
September 4, 2015, 12:06 (GMT)
Math Lib: avoid sqrt w/ triangle intersection
September 4, 2015, 12:06 (GMT)
Correct own error in line_point_factor

Passing zero epsilon allowed divide by zero.
September 4, 2015, 10:26 (GMT)
Armature: Cheap edit-to-object mode speedup.

`fix_bonelist_roll()` is already recursive, and was calling recursive `BKE_armature_where_is_bone()` twice!

Changed `BKE_armature_where_is_bone()` to controll whether we recurse over children or not.

With full Victor's rig, we gain 16% in `ED_armature_from_edit()` (from 31ms to 26ms).
With a dummy test-case 100 bones chain, we gain 80% in `ED_armature_from_edit()` (from 1.25ms to 0.25ms).

Not crucial, but still worth it. ;)
September 4, 2015, 10:19 (GMT)
Fix T45019: Cycles wrong render of motion blur mesh

The issue was caused by wrong detection whether number of verticies
changed or not. Basically, it wasn't working correct in cases when
number of verticies is increasing compared to the current frame.
September 4, 2015, 04:40 (GMT)
Partial revert of warning cleanup

These warnings are false-positives
Revision ef629e0 by Julian Eisel
September 3, 2015, 23:04 (GMT)
Quiet warnings

We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
September 3, 2015, 18:23 (GMT)
View-Selected: use custom bones boundbox

Support using custom pose-bone transform and object when calculating view bounds.
September 3, 2015, 15:59 (GMT)
Small tri intersect fails when not normalized

Logic was ok, but would run into precision issues.
September 3, 2015, 15:11 (GMT)
Cleanup: minor RST edits
September 3, 2015, 14:42 (GMT)
Check for no-op edge separates to quiet asserts when inset individual.

This causes no change in behavior, since code was alreadying doing
a no-op in bmesh_edge_separate if the edge is a boundary.
But it tripped an assert, annoying in debug builds.
We want to leave assert in bmesh_edge_separate in case callers
expect there to be separate loops after this always.
So putting test in caller.
(Same worry about bmesh_urmv_loop? I checked callers and they
appear OK to me - they deal with the no-op return.)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021