This makes it so modifiers are using object transform prior
to the rigid body simulation, and then result of modifier
stack is fed to the solver.
Solves dependency cycle which was happening when object's
modifier was dependent on the modifier transform.
While now it is not possible to change simulation, things
are somewhat more clear and reliable in other ways.
For example previously, solver was using derives mesh from
a previous step in time, which causes unfixable simulation
issues (with intersections and such)
Fixex T57589: 2.79 Rigid Body Sim. Does Not Behave The Same In 2.8
Fixex T61256: Compositing scenes causes crash, but rendering separately does not
Fixes T61262: Armature and rigid body crash
Fixes T61346: Rigid body with modifiers incorrect work
This is what modifiers are to use to indicate that they depend
on a transformation of the object itself.
Currently should be no functional changes, but in the future
this will allow to easily change transform operation depending
on whether there is a simulation associated with the object.
There is an issue of hair being completely messed up when
switching to a simulation view layer for Autumn.
Restoring back the code which was re-setting particles on
file load. This will re-set unbacked particles on file load
but this appears to be happening in 2.7 as well.
Can not reproduce bugs which were fixed in this area recently,
so maybe it's finally tackled (fingers crossed!).
Currently only a single function was duplicated which isn't so bad,
this change is to allow DNA versioning code to be shared between
dna_genfile.c and makesdna.c.
Blender is typically used maximized or fullscreen,
load maximized instead of attempting to fill the screen bounds.
To load un-maximized use '--window-border' argument.
See D4332
`BKE_modifier_get_evaluated_mesh_from_evaluated_object()` used by
modifiers needing access to other objects' geometry probably skipped out
of the radar when cage and final evaluated meshes were added to
BMEditMesh? In any case, we do not need to duplicate (and then free!) a
temp mesh from editdata anymore, and we can even add instead a parameter
to get cage instead of final. Also makes modifiers code a bit simpler.
The render layer name is now always included. Best to keep these consistent,
so that animation denoising and sample merging works the same for both and
tests can be the same. Ref D4311.
It is now possible to adjust the group node background alpha.
The defaults are the same as before, but you can now adjust the alpha
level via the theme preferences (and the alpha value is no longer hard
coded).
Fix T61406: Particles don't render
Consider initial dependency graph evaluation as a file load.
Is still resetting too much, but that we can solve later.
This adds a cycles.denoise_animation operator, which denoises an animation
sequence or individual file. Renders must be saved as multilayer EXR files
with denoising data passes.
By default file path and frame range come from the current scene, and EXR
files are denoised in-place. Alternatively, a different input and/or output
file path can be provided.
Denoising settings come from the current view layer. Renders can be denoised
again with different settings, as the original noisy image is preserved along
with other passes and metadata.
There is no user interface yet for this feature, that comes later.
Code by Lukas with modifications by Brecht. This feature was originally
developed for Tangent Animation, thanks for the support!
Differential Revision: https://developer.blender.org/D3889
This adds a cycles.denoise_animation operator, which denoises an animation
sequence or individual file. Renders must be saved as multilayer EXR files
with denoising data passes.
By default file path and frame range come from the current scene, and EXR
files are denoised in-place. Alternatively, a different input and/or output
file path can be provided.
Denoising settings come from the current view layer. Renders can be denoised
again with different settings, as the original noisy image is preserved along
with other passes and metadata.
There is no user interface yet for this feature, that comes later.
Code by Lukas with modifications by Brecht. This feature was originally
developed for Tangent Animation, thanks for the support!
Also update relations when modifier texture changes.
Basically same as rB6e00415a85a9, rBca2680aaeb1 but this time for
VertexWeight modifiers
Reviewers: sergey
Maniphest Tasks: T61185
Differential Revision: https://developer.blender.org/D4305
We may want to use 'TEST' BCode in the future for including data
besides thumbnails. This allows negative values to be used w/o
attempting to load a thumbnail.
Currently the preferences have both tweak and drag threshold,
this is confusing because most actions users would consider
dragging use the 'tweak' setting.
Now one drag threshold is used for both, with a maximum limit of half
the button unit-size in case of dragging UI elements.
Also added keys for toggling harden normals,
and cycling through miter types.
Still to do: add some shortcuts for affecting the
spread value for arc miters.
Most artists agree that RGB by default is not as flexible as HSV.
It's just the first time it opens anyway, since it will remember whatever
was set last like it always does.
When one is indirectly linking collections, better add collection to the
scene, than instantiating its objects into master collection of the
scene. That is much cleaner.
Noted/related to T61141.