Basically it's a clean keyframes tool, but also removes a channel if the
only remaining keyframe has the default value only and is not used by
drivers or generative modifiers.
It's was used to help with performance of keyframe-heavy scenes in
gooseberry.
Note, as always the curve left after the clean tool is used is not the
same as the original, so this tool is better used before doing custom
editing of fcurves and after initial keyframe insertion, to get rid
of any unwanted keyframes inserted while doing mass keyframe insertion
(by selecting all bones and pressing I for instance)
Originally D966 by @lukastoenne, with own additions
- trees can be initialized from Object's, BMesh,
or passed in as vert+polygon arrays.
- original indices of ngons/faces are used. (instead of tessellated indices).
- ray_cast, find_nearest methods
- find overlapping faces between 2 trees
This code is not thread-safe and there's no easy way to synchronize
render and viewport threads for this operation, so for until we've
got some nicer solution we just disable dangerous buttons.
The issue was caused by the non-threaded texture API used by the node.
While the node itself is single threaded there might be texture nodes
in different execution groups running in parallel.
- rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE.
- rename C/PYAUDASPACE to AUDASPACE_C/PY
- simplifying cmake defines and includes.
- fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows.
- fixing scons building.
- other minor build system fixes.
The navigation mesh functionality was broken for quite a while. This patch
contains fixes: recalculating tesselations before getting the number of
tesselation faces (it otherwise returned 0) before calculating the navmesh,
and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object
(which fixes visualisation in Blender). This allows one to create a new
navmesh, which also works in the BGE.
Furthermore, the patch adds several return values, and shows more error
messages when things go wrong. In several places in the navmesh creation
code, return codes weren't checked and errors silently ignored.
Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame
Reviewed By: panzergame
Differential Revision: https://developer.blender.org/D1435
Technically it was all wrong and it should have been called Extend instead
of Clip. Got confused by the naming in different libraries.
More options are still to come.
This commit fixes shader tree compilation, but the shading result wouldn't be
doing actual refraction because it's a bit involved change which isn't really
considered a bug for now. There are more closures which are falling back to
diffuse BSDF currently.
Actually for the the amount of GLSL textures units is limited by the amount of multitexture units (GL_MAX_TEXTURE_UNITS_ARB).
Most of the Nvidia graphic cards supports only 4 multitexture units, so Nvidia users can not use more then 4 GLSL textures for a custom shader.
This patch removes this limitation by using GL_MAX_TEXTURE_IMAGE_UNITS_ARB if GLSL is supported, but still limit the amount to the maximum texture limit of 8.
Reviewers: lordloki, agoose77, danielstokes, panzergame, sybren, moguri
Reviewed By: panzergame, sybren, moguri
Projects: #game_engine, #game_rendering
Maniphest Tasks: T37074
Differential Revision: https://developer.blender.org/D1389
The code does stupid box filter which doesn't give nice results and doesn't
match old compositor at all. Need some better gaussian weighting here. Will
look into it later.