Campbell Barton [Wed, 15 Jun 2016 07:29:11 +0000 (17:29 +1000)]
Merge branch 'master' into blender2.8
Gaia Clary [Tue, 14 Jun 2016 11:08:42 +0000 (13:08 +0200)]
fix T48602: Changed The Collada validator to treat faces with < 3 verts as Warning and let the Mesh Validator take care of the cleanup
Sergey Sharybin [Tue, 14 Jun 2016 09:31:00 +0000 (11:31 +0200)]
Fix T48613: Bump mapping in cycles is not shown on the viewport when the material use node groups
Campbell Barton [Tue, 14 Jun 2016 07:12:29 +0000 (17:12 +1000)]
Fix T48154: Decimate topology changes with scale
This can't be avoided completely, however the threshold used can be much lower.
Bastien Montagne [Mon, 13 Jun 2016 22:16:39 +0000 (00:16 +0200)]
Usual UI/i18n message fixes.
Phil Gosch [Mon, 13 Jun 2016 16:34:46 +0000 (18:34 +0200)]
Made incremental snapping intervalls smaller for UV editor
Before the intervall was set to 0.125 which effectively resulted in 8 positions across the UV space (per axis).
I halved that value, holding shift enables an even finer movement.
This change was ported over from my soc-2016-uv_tools branch after talking with howardt, ideasman42 and hackerman-
Campbell Barton [Mon, 13 Jun 2016 16:11:57 +0000 (02:11 +1000)]
Curve Fitting: add high-quality flag
When this flag is set - even when the curve error is under the threshold,
keep attempting a better fit.
Enable this for freehand drawing, since it gives nicer results and isn't noticeably slower.
Campbell Barton [Mon, 13 Jun 2016 15:36:27 +0000 (01:36 +1000)]
Fix T48595: UI glitch with driver menu re-opening
Holding Ctrl-D would keep opening driver menus.
Howard Trickey [Mon, 13 Jun 2016 13:14:13 +0000 (09:14 -0400)]
Bevel segments also changeable with mouse (S toggle).
Also, can use numeric input to set segments and profile when
in those respective value-adjusting modes (as per S or P toggle).
Finally, fixed problem with previous bevel commit: when changing
value-adjusting mode, would like to start off resumed value adjustment
where it was before.
Campbell Barton [Mon, 13 Jun 2016 13:01:58 +0000 (23:01 +1000)]
Keymap: include 'Dopesheet Generic'
Sergey Sharybin [Mon, 13 Jun 2016 12:46:04 +0000 (14:46 +0200)]
Fix misleading indentation in ImBuf
Thomas Dinges [Mon, 13 Jun 2016 12:08:06 +0000 (14:08 +0200)]
Fix typo in variable name as well.
Campbell Barton [Mon, 13 Jun 2016 11:55:54 +0000 (21:55 +1000)]
Fix own error w/ undefined behavior
This happened to work for me but caused issues on OSX.
Stefan Werner [Mon, 13 Jun 2016 11:16:56 +0000 (13:16 +0200)]
Cycles: fixed a typo that would crash shaders that use the "Is Diffuse Ray" output of the LightPath node
Campbell Barton [Mon, 13 Jun 2016 09:26:56 +0000 (19:26 +1000)]
Merge branch 'master' into blender2.8
Campbell Barton [Mon, 13 Jun 2016 09:21:46 +0000 (19:21 +1000)]
Fix glShadeModel being left flat in edit-mode draw
Sergey Sharybin [Mon, 13 Jun 2016 08:14:18 +0000 (10:14 +0200)]
Cycles: Fix unhandled enumerator in OSL switch
Unsigned int is not supported by OSL as far as i concerned, so should not
really matter here. However, might be wrong and perhaps more proper idea
would be so set it as regular int?
Campbell Barton [Mon, 13 Jun 2016 07:35:59 +0000 (17:35 +1000)]
Fix T48616: Auto-merge selects extra edges
Auto-merge caused all edges between selected vertices to be selected.
This only makes sense in vertex-select-mode.
Correct edge-flag merging code, which now merges flags from multiple edges.
Brecht Van Lommel [Sun, 12 Jun 2016 19:25:14 +0000 (21:25 +0200)]
Fix build error with GCC 6.1.
Brecht Van Lommel [Sun, 12 Jun 2016 15:12:25 +0000 (17:12 +0200)]
Fix Cycles debug build assert on some platforms, tighten checks to avoid this in the future.
Bastien Montagne [Sun, 12 Jun 2016 15:06:50 +0000 (17:06 +0200)]
Fix T48604: Crash on undo due to bad drawing code.
Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step.
This was broken, since delayed transp drawing list is always handled **before** delayed xray one.
After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base.
Also added asserts that those afterdraw list are empty at end of drawing step, should help
avoiding that kind of issue in future.
Campbell Barton [Sun, 12 Jun 2016 12:25:43 +0000 (22:25 +1000)]
Curve Fitting: offset based fallback to calculate cubics
Add a new fallback method that uses offset distance from the curve to the line between both points,
for freehand drawing it typically only fives minor improvements (1-3% fewer points),
for curve dissolve the improvements are more noticeable.
Campbell Barton [Sun, 12 Jun 2016 05:37:09 +0000 (15:37 +1000)]
BLI_math: cleanup arg names
project functions arg naming made it hard to tell which vector was projected onto.
Campbell Barton [Sun, 12 Jun 2016 02:22:38 +0000 (12:22 +1000)]
bmesh py api: expose BM_face_calc_tangent_*
D1988 by @wisaac, with own edits and improvements.
This improves on existing tangent calculation functions too.
- BM_face_calc_tangent_auto: Chooses method based on number of sides, used by manipulator (not exposed to Python).
- BM_face_calc_tangent_edge: from longest edge.
- BM_face_calc_tangent_edge_pair: from longest edge-pair (most useful with quads).
- BM_face_calc_tangent_edge_diagonal: edge farthest from any vertex.
- BM_face_calc_tangent_vert_diagonal: vert farthest from any vertex.
Also optimize BM_vert_tri_calc_tangent_edge* functions to avoid sqrt.
Campbell Barton [Sun, 12 Jun 2016 01:20:13 +0000 (11:20 +1000)]
Docs: Support out-of-source reference-API builds
This was originally supported, however relative links to examples & templates made it fail.
Now files in the source tree are copied to the build-dir, with ".." replaced with "__"
to avoid having to mirror Blender's source-layout in the Sphinx build-dir.
Also skip uploading the built docs when an SSH user-name isn't passed to sphinx_doc_gen.sh
instead of aborting (so people w/o SSH access to our servers can use the shell-script).
Campbell Barton [Sun, 12 Jun 2016 00:05:35 +0000 (10:05 +1000)]
Cleanup: API docs (whitespace/line length)
Thomas Dinges [Sat, 11 Jun 2016 22:01:57 +0000 (00:01 +0200)]
Cleanup, remove unneeded variable.
Thomas Dinges [Sat, 11 Jun 2016 21:58:12 +0000 (23:58 +0200)]
Fix compiler warning for unused variables.
Brecht Van Lommel [Sat, 11 Jun 2016 19:56:47 +0000 (21:56 +0200)]
Cycles: make shader node enums consistently lower case, update OSL shaders accordingly.
Brecht Van Lommel [Sat, 11 Jun 2016 21:47:35 +0000 (23:47 +0200)]
Fix OS X build after Decklink changes, it is not supported yet so don't enable it.
Benoit Bolsee [Fri, 10 Jun 2016 08:09:26 +0000 (10:09 +0200)]
BGE: DeckLink card support for video capture and streaming.
You can capture and stream video in the BGE using the DeckLink video
cards from Black Magic Design. You need a card and Desktop Video software
version 10.4 or above to use these features in the BGE.
Many thanks to Nuno Estanquiero who tested the patch extensively
on a variety of Decklink products, it wouldn't have been possible without
his help.
You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink
The full API details and samples are in the Python API documentation.
bge.texture.VideoDeckLink(format, capture=0):
Use this object to capture a video stream. the format argument describes
the video and pixel formats and the capture argument the card number.
This object can be used as a source for bge.texture.Texture so that the frame
is sent to the GPU, or by itself using the new refresh method to get the video
frame in a buffer.
The frames are usually not in RGB but in YUV format (8bit or 10bit); they
require a shader to extract the RGB components in the GPU. Details and sample
shaders in the documentation.
3D video capture is supported: the frames are double height with left and right
eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to
sample the 3D frame when the BGE is also in stereo mode. This allows to composite
a 3D video stream with a 3D scene and render it in stereo.
In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional
performance boost by using 'GPUDirect': a method to send a video frame to the GPU
without going through the OGL driver. The 'pinned memory' OGL extension is also
supported (only on high-end AMD GPU) with the same effect.
bge.texture.DeckLink(cardIdx=0, format=""):
Use this object to send video frame to a DeckLink card. Only the immediate mode
is supported, the scheduled mode is not implemented.
This object is similar to bge.texture.Texture: you need to attach a image source
and call refresh() to compute and send the frame to the card.
This object is best suited for video keying: a video stream (not captured) flows
through the card and the frame you send to the card are displayed above it (the
card does the compositing automatically based on the alpha channel).
At the time of this commit, 3D video keying is supported in the BGE but not in the
DeckLink card due to a color space issue.
Benoit Bolsee [Thu, 9 Jun 2016 22:28:19 +0000 (00:28 +0200)]
BL_Shader.setUniformEyef(name)
defines a uniform that reflects the eye being rendered in stereo mode:
0.0 for the left eye, 0.5 for the right eye.
In non stereo mode, the value of the uniform is fixed to 0.0.
The typical use of this uniform is in stereo mode to sample stereo textures
containing the left and right eye images in a top-bottom order.
python:
shader = obj.meshes[0].materials[mat].getShader()
shader.setUniformEyef("eye")
shader:
uniform float eye;
uniform sampler2D tex;
void main(void)
{
vec4 color;
float ty, tx;
tx = gl_TexCoord[0].x;
ty = eye+gl_TexCoord[0].y*0.5;
// ty will be between 0 and 0.5 for the left eye render
// and 0.5 and 1.0 for the right eye render.
color = texture(tex, vec2(tx, ty));
...
}
Benoit Bolsee [Thu, 9 Jun 2016 22:00:33 +0000 (00:00 +0200)]
Atomic ops: Fix atomic_add_uint32 and atomic_sub_uint32 in Windows
The assembler version in Windows used to return the previous value
of the variable while all the other versions return the new value.
This is now fixed for consistency.
Note: this bug had no effect on blender because no part of the code
use the return value of these functions, but the future BGE DeckLink
module makes use of it to implement reference counter.
Benoit Bolsee [Thu, 9 Jun 2016 21:56:45 +0000 (23:56 +0200)]
BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
The render pass is enabled by default but it can be disabled with
bge.logic.setRender(False).
Once disabled, the render pass is skipped and a new logic frame starts
immediately. Note that VSync no longer limits the fps when render is off
but the 'Use Frame Rate' option in the Render Properties still does.
To run as many frames as possible, untick the option
This function is useful when you don't need the default render, e.g.
when doing offscreen render to an alternate device than the monitor.
Note that without VSync, you must limit the frame rate by other means.
fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
Use this method to create an offscreen buffer of given size, with given MSAA
samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
retrieve the frame buffer on the host and the latter if you want to pass the render
to another context (texture are proper OGL object, render buffers aren't)
The object created by this function can only be used as a parameter of the
bge.texture.ImageRender() constructor to send the the render to the FBO rather
than to the frame buffer. This is best suited when you want to create a render
of specific size, or if you need an image with an alpha channel.
bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
Without arg, the refresh method of the image objects is pretty much a no-op, it
simply invalidates the image so that on next texture refresh, the image will
be recalculated.
It is now possible to pass an optional buffer object to transfer the image (and
recalculate it if it was invalid) to an external object. The object must implement
the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
depending on format argument (only those 2 formats are supported) and ts is an
optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
With this function you don't need anymore to link the image object to a Texture
object to use: the image object is self-sufficient.
bge.texture.ImageRender(scene, camera, fbo=None)
Render to buffer is possible by passing a FBO object (see offScreenCreate).
bge.texture.ImageRender.render()
Allows asynchronous render: call this method to render the scene but without
extracting the pixels yet. The function returns as soon as the render commands
have been send to the GPU. The render will proceed asynchronously in the GPU
while the host can perform other tasks.
To complete the render, you can either call refresh() directly of refresh the texture
to which this object is the source. Asynchronous render is useful to achieve optimal
performance: call render() on frame N and refresh() on frame N+1 to give as much as
time as possible to the GPU to render the frame while the game engine can perform other tasks.
Support negative scale on camera.
Camera scale was previously ignored in the BGE.
It is now injected in the modelview matrix as a vertical or horizontal flip
of the scene (respectively if scaleY<0 and scaleX<0).
Note that the actual value of the scale is not used, only the sign.
This allows to flip the image produced by ImageRender() without any performance
degradation: the flip is integrated in the render itself.
Optimized image transfer from ImageRender to buffer.
Previously, images that were transferred to the host were always going through
buffers in VideoTexture. It is now possible to transfer ImageRender
images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
if the attributes of the ImageRender objects are set as follow:
flip=False, alpha=True, scale=False, depth=False, zbuff=False.
(if you need to flip the image, use camera negative scale)
Thomas Dinges [Sat, 11 Jun 2016 19:40:00 +0000 (21:40 +0200)]
Fix Gradient Texture and OSL after refactor.
Brecht Van Lommel [Sat, 11 Jun 2016 18:28:41 +0000 (20:28 +0200)]
Attempted fix for T48625: tablet button configured to right click not working on OS X.
Brecht Van Lommel [Sat, 7 May 2016 17:48:28 +0000 (19:48 +0200)]
Cycles: nodify shader nodes
Differential Revision: https://developer.blender.org/D2038
Bastien Montagne [Sat, 11 Jun 2016 15:27:20 +0000 (17:27 +0200)]
Fix T48617: VSE: Do not draw backdrop in Seq + Preview mode, only makes sense when no preview is available...
Campbell Barton [Sat, 11 Jun 2016 14:38:49 +0000 (00:38 +1000)]
BLI_rand: add BLI_rng_get_char_n
Use to fill an array of bytes to random values.
Bastien Montagne [Sat, 11 Jun 2016 12:37:47 +0000 (14:37 +0200)]
Fix T48634: Interpolation and distribution of Children Particles breaks.
Own stupid off-by-one regression in rB019ce363b01bba0afe1 and later...
Bastien Montagne [Sat, 11 Jun 2016 08:47:53 +0000 (10:47 +0200)]
UI Font: Fix bad kerning of Thai font.
Thai font is a complex script that assumes full featured unicode layout engine,
while Blender only knows about basic kerning (offset of a char based on the previous one).
So this commit edits Thai part of our i18n font to fix the very bad spacing of thai chars
we had in Blender so far.
Work done by Hồ Châu, many thanks!
Bastien Montagne [Fri, 10 Jun 2016 16:40:31 +0000 (18:40 +0200)]
VSE: select by group: add option to select by group on same channel only.
Bastien Montagne [Fri, 10 Jun 2016 16:09:34 +0000 (18:09 +0200)]
Install_deps: add '--no-build' option to prevent compiling anything.
Campbell Barton [Thu, 9 Jun 2016 21:39:12 +0000 (07:39 +1000)]
GPU: use basic-shader for line-stipple
Campbell Barton [Thu, 9 Jun 2016 20:48:43 +0000 (06:48 +1000)]
Remove redundant GL attribute push/pop
Stipple isnt left on during object drawing
Campbell Barton [Thu, 9 Jun 2016 20:21:34 +0000 (06:21 +1000)]
Fix GPU logical error changing stipple
Campbell Barton [Thu, 9 Jun 2016 21:45:39 +0000 (07:45 +1000)]
Cleanup: brace-placement
Benoit Bolsee [Thu, 9 Jun 2016 19:07:58 +0000 (21:07 +0200)]
BGE: alpha on frame buffer and precedence of MSAA over swap.
A new option '-a' can be passed to the blenderplayer. It forces the
framebuffer to have an alpha channel.
This can be used in VideoTexture to return a image with alpha channel
with ImageViewport (provided alpha is set to True on the ImageViewport
object and that the background color alpha channel is 0, which is the
default).
Without the -a option, the frame buffer has no alpha channel and
ImageViewport always returns an opaque image, no matter what.
In Linux, the player window will be rendered transparently over
the desktop.
In Windows, the player window is still rendered opaque because
transparency of the window is only possible using the 'compositing'
functions of Windows. The code is there but not enabled (look for
WIN32_COMPOSITING) because 1) it doesn't work so well 2) it requires
a DLL that is only available on Vista and up.
give precedence to AA over Swap copy:
Certain GPU (intel) will not allow MSAA together with swap copy.
Previously, swap copy had priority over MSAA: fewer AA samples would be
chosen if it was the condition to get swap copy. This patch reverse the
logic: swap copy will be abandonned if another swap method (undefined or
exchange) will provide the number of AA samples requested. If no AA
samples is requested, swap copy still has the priority of course.
Campbell Barton [Thu, 9 Jun 2016 20:11:14 +0000 (06:11 +1000)]
GPU: only call glShadeModel when needed
Campbell Barton [Thu, 9 Jun 2016 20:08:39 +0000 (06:08 +1000)]
GPU: avoid multiple bind calls in GPU_draw_pbvh_buffers
Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
Campbell Barton [Thu, 9 Jun 2016 19:51:34 +0000 (05:51 +1000)]
Reduce conflicts be keeping same indent-level as master
Campbell Barton [Thu, 9 Jun 2016 19:46:29 +0000 (05:46 +1000)]
Merge branch 'master' into blender2.8
Alexander Romanov [Mon, 16 May 2016 08:13:21 +0000 (11:13 +0300)]
Flat shading for basic shader
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
Campbell Barton [Thu, 9 Jun 2016 19:17:33 +0000 (05:17 +1000)]
Merge branch 'master' into blender2.8
Campbell Barton [Thu, 9 Jun 2016 19:15:06 +0000 (05:15 +1000)]
Merge branch 'master' into blender2.8
Bastien Montagne [Thu, 9 Jun 2016 15:53:51 +0000 (17:53 +0200)]
Fix T48614: Blender from buildbot crash when Separate selection in this particular scene.
Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid,
it would not be returned by mempool iterator step, which would always return NULL in that case.
Sergey Sharybin [Thu, 9 Jun 2016 07:52:41 +0000 (09:52 +0200)]
Compilation error fix after recent cleanup
Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
Campbell Barton [Wed, 8 Jun 2016 19:44:25 +0000 (05:44 +1000)]
Cleanup: GPU arg wrapping
Campbell Barton [Wed, 8 Jun 2016 19:37:46 +0000 (05:37 +1000)]
Cleanup: GPU headers
Campbell Barton [Wed, 8 Jun 2016 19:02:52 +0000 (05:02 +1000)]
GPU: avoid disabling basic-shader for lasso
Replace glDrawPixels w/ glaDrawPixelsTex
Campbell Barton [Wed, 8 Jun 2016 18:53:04 +0000 (04:53 +1000)]
Fix armature stick draw, unpack-alignment was set but never restored
Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
Campbell Barton [Wed, 8 Jun 2016 19:12:42 +0000 (05:12 +1000)]
glutil: add glaGetOneInt helper
Sergey Sharybin [Wed, 8 Jun 2016 15:32:09 +0000 (17:32 +0200)]
Depsgraph: Avoid redundant connection from IK solver to chain
Could give barely measurable speedup on a complex rigs.
Sergey Sharybin [Wed, 8 Jun 2016 14:56:23 +0000 (16:56 +0200)]
Depsgraph: Remove unused code
Became obsolete after recent changes.
Sergey Sharybin [Wed, 8 Jun 2016 14:53:39 +0000 (16:53 +0200)]
Depsgraph: Optimize flush update when there's few objects and fewzillions of bones
Avoid annoying checks form inside operations loop, gives few percent speedup in
files like army_of_blenrigs.
Campbell Barton [Wed, 8 Jun 2016 14:43:26 +0000 (00:43 +1000)]
GPU: fix texface image w/ basic-shader
Julian Eisel [Wed, 8 Jun 2016 13:51:01 +0000 (15:51 +0200)]
Make uiLists placed in popups usable
It's still not completely working - there are still some glitches - but far better than before.
To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter.
Changes I had to do:
* Call uiList handling from menu/popup handling if needed.
* Make uiList handling use special popup refresh tag if placed in menu.
* Allow popups invoked from py operator to tag for refresh by using operator 'check' callback.
* Tag popup for refresh when resizing uiList.
Mostly fixes T48612.
Sergey Sharybin [Wed, 8 Jun 2016 13:59:55 +0000 (15:59 +0200)]
Fix FPE exception happening when converting linear<->srgb using SIMD
Campbell Barton [Wed, 8 Jun 2016 12:30:53 +0000 (22:30 +1000)]
Cleanup: typo
Campbell Barton [Wed, 8 Jun 2016 12:25:23 +0000 (22:25 +1000)]
Cleanup: typos
Campbell Barton [Wed, 8 Jun 2016 11:35:02 +0000 (21:35 +1000)]
Fix edit-mesh draw not disabling stipple
Caused problem w/ basic-shader
Sergey Sharybin [Wed, 8 Jun 2016 10:24:57 +0000 (12:24 +0200)]
Cycles: Fix crash after recent zero scale instance optimization
Sergey Sharybin [Wed, 8 Jun 2016 10:17:03 +0000 (12:17 +0200)]
Buildobt: Update master config
Sergey Sharybin [Wed, 8 Jun 2016 09:59:39 +0000 (11:59 +0200)]
Buildbot: Give 2015 builds different name
Campbell Barton [Wed, 8 Jun 2016 09:22:19 +0000 (19:22 +1000)]
3D Text: Use BLI_array_store for undo storage
Campbell Barton [Wed, 8 Jun 2016 06:57:34 +0000 (16:57 +1000)]
3D Text: Store separate arrays for undo data
Don't store maximum length of text per undo step,
or attempt to pack all data in a single array.
Was storing 32766 characters per undo step, irrespective of actual text length.
Campbell Barton [Wed, 8 Jun 2016 06:38:27 +0000 (16:38 +1000)]
3D Text: move undo into its own file
Campbell Barton [Wed, 8 Jun 2016 08:34:01 +0000 (18:34 +1000)]
BLI_array_store: move helper functions into their own API
Lukas Tönne [Wed, 8 Jun 2016 08:32:11 +0000 (10:32 +0200)]
Fix cloth stability when in perfect rest shape.
The way cloth is coded, structural springs are only effective when stretched, while bending springs act only when shrunk. However, when cloth is exactly in its rest shape, neither have any effect, and effectively don't exist for the implicit solver.
This creates a stability problem in the initial frames of the simulation, especially considering that gravity seems to act so precisely that it doesn't disturb the strict equality of lengths, so in parts of the cloth this springless state can continue for quite a while.
Here is an example of things going haywire because of this and some suspicious logic in collision code acting together: {
F314558}
Changing the condition so that structural springs are active even at exactly rest length fixes this test case. The use of >= is also supported by the original paper that the cloth implementation in blender is based on.
Reviewers: lukastoenne
Reviewed By: lukastoenne
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D2028
Sergey Sharybin [Wed, 8 Jun 2016 08:31:04 +0000 (10:31 +0200)]
Buildbot: Trickery for MSVC2015 and NVCC
Campbell Barton [Wed, 8 Jun 2016 06:31:40 +0000 (16:31 +1000)]
Correct assert
Campbell Barton [Wed, 8 Jun 2016 05:16:50 +0000 (15:16 +1000)]
GPU: fix/workaround basic shader font-color
All text was displaying black.
BLF uses alpha-only textures which aren't supported by the basic-shader,
Workaround this by using texture swizzle so the RGB components of the texture are set to 1.
Lukas Stockner [Wed, 8 Jun 2016 01:17:19 +0000 (03:17 +0200)]
Cycles: Fix two numerical issues in the volume code
This hopefully fixes T48383 by avoiding two numerical problems that I found in the volume code.
Reviewers: sergey, dingto, brecht
Reviewed By: sergey, dingto, brecht
Maniphest Tasks: T48383
Differential Revision: https://developer.blender.org/D2051
Julian Eisel [Tue, 7 Jun 2016 21:10:53 +0000 (23:10 +0200)]
Cleanup: Add comment on behavior of tweak events
It's not obvious that they use the mouse coordinate of the initial key-press event (behavior since rBf1f33ba7be2d), so added comment.
Also corrected other comments.
Bastien Montagne [Tue, 7 Jun 2016 20:37:31 +0000 (22:37 +0200)]
Fix T48600: VSE strip 'side selection' fails in 'Both' case.
Looks like a line was forgotten in the 'BOTH' case in code...
Bastien Montagne [Tue, 7 Jun 2016 19:53:17 +0000 (21:53 +0200)]
Cleanup - size_t is unsigned, so always >= 0!
Campbell Barton [Tue, 7 Jun 2016 19:39:22 +0000 (05:39 +1000)]
GPU: Fix triple buffer w/ basic glsl shader
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
Martijn Berger [Tue, 7 Jun 2016 18:58:53 +0000 (20:58 +0200)]
Cuda 7.5 cannot be made to work with a supported cl.exe version in the same way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now
Martijn Berger [Tue, 7 Jun 2016 18:56:44 +0000 (20:56 +0200)]
Cuda 7.5 cannot be made to work with a supported cl.exe version in the same way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now
Campbell Barton [Tue, 7 Jun 2016 18:03:25 +0000 (04:03 +1000)]
GPU: Fix for glDrawPixels drawing w/ glsl shader
The basic shader needs to be temporarily disabled in this case.
Add macros for temp store/restoring the state.
Campbell Barton [Tue, 7 Jun 2016 17:46:19 +0000 (03:46 +1000)]
GPU: make using the glsl basic-shader a flag
This allows for it to be more easily tested.
Sergey Sharybin [Tue, 7 Jun 2016 14:44:15 +0000 (16:44 +0200)]
Fix T48589: Compositor Backdrop crashes Blender
Sergey Sharybin [Tue, 7 Jun 2016 13:47:39 +0000 (15:47 +0200)]
Cycles: Limit degenerated triangle check got CUDA only
OpenCL seems to work fine here, and for some reason that comparison was
giving compilation error on OpenCL here.
Better to compile OpenCL kernel than to be fully robust to weird corner
cases.
Mai Lavelle [Fri, 3 Jun 2016 00:57:04 +0000 (20:57 -0400)]
Cycles: Fix regression introduced in
c96a4c8
A few places still needed to be updated to use the new Mesh::num_triangles()
method; wrong number from triangles.size() was causing crashes.
Bastien Montagne [Tue, 7 Jun 2016 11:04:05 +0000 (13:04 +0200)]
Fix (unreported) EditNormal modifier: broken 'flip poly' feature.
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...
Dead simple, but was tough to track down this one!
Campbell Barton [Tue, 7 Jun 2016 09:23:43 +0000 (19:23 +1000)]
Cleanup: warning
Campbell Barton [Tue, 7 Jun 2016 08:26:50 +0000 (18:26 +1000)]
Remove particle expander
Having this caused buffer-overrun on startup
Alexander Romanov [Tue, 7 Jun 2016 07:33:32 +0000 (10:33 +0300)]
World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).
This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.
{
F315547}
{
F315548}
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2046
Campbell Barton [Tue, 7 Jun 2016 08:16:03 +0000 (18:16 +1000)]
Cleanup: warnings
Campbell Barton [Tue, 7 Jun 2016 08:06:46 +0000 (18:06 +1000)]
Merge branch 'master' into blender2.8