Change the order of the bending controls ("Curve XY Offsets") so the user can activate both InX and OutX by holding down the left mouse button. This way, it's easy to bend symmetrically on X or Y.
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
Together with the extended loop callback and userdata_chunk, this allows to perform
cumulative tasks (like aggregation) in a lockfree way using local userdata_chunk to store temp data,
and once all workers have finished, to merge those userdata_chunks in the finalize callback
(from calling thread, so no need to lock here either).
Note that this changes how userdata_chunk is handled (now fully from 'main' thread,
which means a given worker thread will always get the same userdata_chunk, without
being re-initialized anymore to init value at start of each iter chunk).
New code is actually much, much better than first version, using 'fetch_and_add' atomic op
here allows us to get rid of the loop etc.
The broken CAS issue remains on windows, to be investigated...
Some variants of gcc compilation were reporting 'control reaching end of non-void function' error
in this switch/case maze. Either use break everywhere or not at all (which is simpler, since we
only always return anyway...).
There are some serious issues under windows, causing deadlocks somehow (not reproducible under linux so far).
Until further investigation over why this happens, better to revert to previous
spin-locked behavior.
This reverts commits a83bc4f59707ab and 98123ae9168.
Reading the shared state->iter value after storing it in the 'reference' var could in theory
lead to a race condition setting state->iter value above state->stop, which would be 'deadly'.
This **may** be the cause of T48422, though I was not able to reproduce that issue so far.
When writing temp blenbuffer file, libraries of linked datablocks where not tagged correctly, which
means they were not put in the temp Main used to write the buffer, resulting in implicit localization
of linked data.
Previous to 2.77, this used to be default behavior, was changed in rB591f4549c958b.
However, in most append cases, you do want a full localization of your data, so this new behavior
is kept by default, but there is now an option in append operator to only localize the 'first level'
of data (i.e. datablocks from linked library itself, and not those from other 'sub-libraries').
On big and complex rigs like blendrig or koro, it can give up to ~10% more FPS in best cases.
Hard to tackle all cases in tests though, so please report any unexpected slowdown
in armature animation playback!
Line lengths, monolined 'if' statements, int -> bool, etc.
Also, replaced some internal cooked stuff by BLI helpers (most notably, the
'is inside UV triangle' code in `dynamicPaint_createUVSurface()`), and some
other minor optimizations.
Previously if image only had single channel only z buffer value was displaying.
This isn't handy for cases when you've got single channel buffer which is not
a z buffer.
Also fixed possible read past the array.