Regression in 4d33c37c9
Only copy normal arrays from sculpt to the DerivedMesh when the mesh is deformed.
Constructive modifiers calculate their own normals.
How to check?
1) Set Rendered mode for 3d View
2) Set "Blend Sky" and "Real Sky" flags for world.
Rotate view you will see right color blending from Horizon to Zenith color.
3) Add environment texture
Rotate view and you will see incorrect texture mapping that is not correspond to color blending that was observed in previous step.
So I conclude that this is a bug.
This issue must be solved before the patch D1414 because BI behavior is the viewport target.
Example: {F273051}
Alexander (Blend4Web Team)
Reviewers: sergey
Reviewed By: sergey
Subscribers: Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1729
We cannot use FLT_MAX as initi distance for raycast...
Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
In fact, code would behave strangely here with any negative value, applying a 'wrapped positive clamping'
(comes from original 2.5 commit feature, rBfafbd9d71b95776d1c7583476de74fccefab7f10)...
This commit is conservative - it keeps same behavior for all particle properties affected by textures,
except for size and length, where we apply a real [0, 1] clamping.
Easy to change in future in case new odd cases popup.
Actually, it was the whole 'cloth' simulation of hairs that was broken,
since grid data could not be initialized correctly.
Stupid mistake from looptri conversion, rBc582e186d90291a19a4e404111c492f1fd2c41a4
Icon buttons with text labels now use the same color as labels.
This was causing problems with theming since there was no way to set color
for all labels without also changing button text color.
When the mirrored vertex group was created on the first stroke,
the mirrored weight failed to normalize.
aused by the valid vgroup map being created before adding the mirror vertex group.
When using D+RMB using a tablet (e.g. holding down the side button of the stylus
while hovering it over the surface of the tablet) to erase, the tablet would
report zero-pressure. This causes problems when using the new pressure-sensitive
Grease Pencil eraser, causing it to have no effect.
Screenshot ignored errors, some render code printed 'Saved' without checking for failure.
note: errno is now cleared from IMB_saveiff so all callers don't need to.
Active color wasn't copied over if it differs from what the user plugged
in in the UI. Also use a darker color for the default color so smoke
doesn't doen't appear too bright.
Reported in IRC by mib2berlin.
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had
to be rewritten.
Although this new algorithm has the same behaviour as the old one (view
aligned slicing), it works with an arbitrary number of slices (which
could eventually be set by the user), which means we can preallocate the
buffer. The previous algorithm would slice from the begining to the end
of the volume's bbox, and draw the slices as it generates them.
Also support for ARB program was removed.
Patch by myself, with some minor fixes by Brecht.
Reviewers: brecht, #opengl_gfx
Differential Revision: https://developer.blender.org/D1694
In fact, it was not working with BI either - 'UV from dupli' would always take active UVLayer,
not render_active one.
Fixed now for both Cycles and BI, and for both particles and 'simple' dupli_face.
Code 'localizing' the node of an ID (a material, here) was kind of a joke,
setting id.lib to NULL is not enough, by far! Now calling ntreeMakeLocal().
And ntreeMakeLocal was also missing indirect->extern switch for its directly used IDs,
which explains why they were lost after a save/reload.
Note that here again, a big part of this 'localizing' code should be made generic
using library_query stuff, but this is for id-remap, not current master...
This change is for a few reasons:
- it works with color, and (therefore) will need to be color managed, at
some point. This will be much easier to do if the code is closer to the
actual color management code (in Blender's core, so to speak).
- it has nothing to do with the actual fire simulation, as it is just
used to create a lookup table
- it can be reused for other purposes (i.e. in Blender internal
renderer, if people are interrested in a blackbody node à la Cycles)
- cleanup: some functions (`contrain_rgb`, `xyz_to_rgb`) already exist
in BLI
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1719
As in the title. In the smoke version, there was also an extra
'for_render' parameter that wasn't used, and wasn't used by the callers
either, so it was removed altogether.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1718
Also added a DEBUG_TIME macro in the related files to comment time funcs out.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1717
- Fixed a bug that the sound when changed in the properties panel was not updated.
- Added the option to make a sound mono while adding a sound strip.
- Added the option to make a sound mono in the sequencer properties panel.
Related bug report: T47140