in some cases.
The smoke modifier now ignores the modifier evaluation for generated texture
coordinates, which would previously cause the undeformed mesh to be cached for
flow objects. Dynamic paint has a similar exception, and other physics systems
avoid it by not being a constructive modifier.
The poly_order and mode properties were missing update and range, now they
match the UI code.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D116
* Support for symmetry in lasso masking
* Optimize away symmetry multiplication of gravity vector if no gravity
active
* Move flip_v3_v3 to paint_utils (used in masking as well)
* Use OpenMP for mask flood fill too.
This was actually a regression after color management re-implementation, need
to copy settings from saved image buffer to an original one since they might
be modified during save.
Also noticed image format planes detection didn't work properly from an image
buffer. Made it so save operator works fine now, but also marked a TODO in
BKE_imbuf_to_image_format() which needs to be investigated further.
sculpted object if last sculpt stroke ends outside the mesh.
Code here used the last true location which is invalid in that case,
just reuse the average stroke location instead.
Also fix previous commit original coordinate change for proxy calculation
(broke all non-anchored brushes -facepalm-) and cache the gravity support
result.
This must be an ancient bug, almost as old as anchored brushes
themselves. Code did not do sphere node intersection against original
bounding boxes if an anchored brush required it. In practice this was
not easy to see because vertices were displaced inside brush radius most
of the time. However in the provided report file, displacement was far
away from the brush sphere, making the issue apparent.
Also added original check in proxy combination code (might cause issues
with dyntopo but quick test did not show any) and did some style int ->
bool style changes.
Turns out we didn't properly free node proxies that gravity did use and
strokes ended up accessing previous data. Also deactivated gravity when
a smooth brush is used. It is kind of distracting to get the mesh
gravitated while smoothing.
Currently we don't properly support snapping + axis-constraints, but
there are cases where its handy to project-snap for eg, and constraint
to an axis so re-enable this.
Summary:
Issue here most probably is that the start point in ray-casting is too
far away from the mesh. As a result the triangle intersection code can
sometimes miss the ray intersection. To solve this, we project the ray
segment to the boundary of the root node.
Reviewers: brecht, sergey, campbellbarton
Reviewed By: brecht
Maniphest Tasks: T37177
Differential Revision: http://developer.blender.org/D115
It was only used by opengl render and in fact it needed just to
set DISPLAY_BUFFER_INVALID flag for the image buffer.
In theory it wouldn't make any change to opengl render speed
(because this change just moved rect_from_float from color
management code to image save code). And could not see any speed
changes on my laptop.
Was using a different font size with selection and drawing,
But scaling both so they mostly matched.
This made selection shift noticeably when done on an interface zoomed in/out.
The issue wasn't new in fact, just partial buffer update
function was still broken. Not sure how those issues were
not noticed for so long.
Perhaps partial_buffer_update_rect() could be simplified,
but i've got some more upcoming changes here which might
run into conflicts if i'll do simplification now.
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.
Reviewed By: moguri, nexyon, brecht
Differential Revision: http://developer.blender.org/D109
This also simplifies button clipping which was attempting to detect
offsets that were applied afterwards,
Now apply text clipping after adjusting the button rect margins.