The previous cursor colors were chosen to match the toolbar icon color,
but the contrast on top of the default matcaps was not enough. This
commit uses more saturated colors, which are more visible on top of the
default matcaps.
Reviewed By: jbakker, billreynish
Differential Revision: https://developer.blender.org/D6194
There are options for the exporter that are relevant for each export, for
example the choice between Viewport or Render settings, or whether to
export the current frame or an animation. It's better to have the options
panel opened by default.
When going from EDIT to OBJECT mode, Blender updates the object data from
the edit-mode data. This took care of renaming FCurves that animate Curve
control points when control points are added/removed, but this didn't keep
the FCurve groups intact. Since the FCurve groups are tightly connected to
the Action channels, it's hard to keep the group pointers intact during
this process. Instead of making the code even more complex in an attempt to
do that, I implemented a function (`BKE_action_groups_reconstruct()`) that
rebuilds the group channel pointers.
The call to `action_groups_add_channel()` had to be removed because it
updates the the next/prev pointers of the FCurve while we're looping over
them, causing infinite loops.
- Use abbreviations min/max
this is used throughout the existing API.
- Rename use_adaptive_stepping to use_adaptive_timesteps
since this is used with timesteps_min/max it's clearer
to use matching terms.
These attributes checked for any baked / baking
since this is a common test that was performed in layout code.
Also follow our naming convention - using an 'is_/has_' prefix
in this case since "cache_baked_data" reads as if it's used to access
the baked data.
Fixed sized strings are always initialized & this is not done
elsewhere before calling BLI_path_join.
Remove since it's not needed and makes it read as if the function
might not initialize the output argument.
gpu_draw.c had generic sounding utility functions which were specific
to smoke drawing.
Split into it's own file so the functionality is clearly separated.
Allows enabling debug prints in this file easily,
differentiates it from code which has been disabled for other reasons.
Also remove unused DEBUG_TIME.
The particle system needs some tweaks so that it can be used for particles created in Mantaflow (i.e. to read both FLIP and secondary particles from Mantaflow).
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3857
A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
Probably the most significant changes are in smoke.c.
New functionality includes:
- support for adative time steps (substeps)
- write flow objects to grid structure so that Mantaflow can generate levelsets
- no more distinction between FLUID_3D and WTURBULENCE objects. Everthing that communicates with Mantaflow now lives in a FLUID object.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3861
All new simulation parameters need to be registered in the RNA. Especially for liquids a lot of new ones need to be added.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3858
Similarly to physics_fluid.c (in same directory) which handled the baking process for Elbeem, there is now physics_manta.c which handles it for Mantaflow.
There are two types of jobs: one for baking and another for freeing. The generic jobs will be used to bake / free specific parts of the simulation (e.g. bake mesh, free particles, etc.).
The jobs are only being used in the "modular" cache mode where the simulation has to be baked in parts.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3856
All the new fluid simulation parameters need to be added the according structs (i.e. domain settings, flow settings).
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3860
Previously this limit was rather high, but with UDIMs it's fairly easy
to reach this many images. Even though this exceeds the texture limit
on most hardware as far as I can tell, it should at least not crash.
The old code uses a fixed array which overflows eventually, this fix
replaces the array with a GSet.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6416
This was caused by a call to paint_2d_bucket_fill that I missed in the
UDIM changes.
Now, this feature does not only not crash, but it even works with tiled
images!