This is a regression in rB4f1c0a1 which only allowed cutting haior at the
second segment only, while there is nothing wrong with cutting hair at the
first segmewnt.
Don't use dm->get*Array for DM you don't own. This call can allocate temporary
CD layer, which is not thread safe at all.
Also removed hard-coded logic around CDDM check. new functions will do same
logic, but are mode DM-type-=independent.
We shouldn't mix image pool acuisition with and without user provided,
the fact that internally image.c uses last frame from Image datablock
confuses the logic.
Optionally don't remap indices for objects.
Checking all objects parent's would reference a freed pointer
while freeing all objects.
In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.
Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
This completes twist feature, which is now possible to also control by
texture. Since textures can not easily contain negative values as well,
same trick with 0.5 neutral as vertex groups is used.
All in all, this twist features allows to do following things.
Original hair:
{F2287535}
Hair with scientifically calculated twist value of 0.5:
{F2287540}
And we can also twist braids in opposite directions dependent on left/right
side:
{F2287548}
The idea is to give a control over direction of twist, and maybe amount of
twist as well. More concrete example: make braids on left and right side of
character head to be twisting opposite directions.
Now, tricky part: we need some negative values to flip direction, but weights
can not be negative. So we use same trick as displacement map and tangent normal
maps, where 0.5 is neutral, values below 0.5 are considered negative and values
above 0.5 are considered positive.
It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.
There are currently two controls:
- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
view_layer is NULL when the render engine is created, this gets passed
around and ends up in this code causing a crash. This should be reverted
after the render engine api is updated to set view_layer.
The conditionals in particle code are... some sort of madness... I'm not
even sure what the correct behavior should be from looking at it.
In this case the path cache generation was being skipped in edit mode.
Cycles already uses 1.5 as default. BI original 1.0 filter doesn't look good for
Eevee. The ideal scenario would be for both Cycles AND Eevee to use the same DNA
setting.
But for now it is nice to at least have Eevee renders to look better by default.
Note: This handles doversion for 2.7x files only. Files previously created in
2.8 need to be manually corrected.
We were not passing a scene collection parent to the BKE_collection_add
function, which in turn made syncing not work.
Right now we:
* Explicitly pass the master collection in this case
* Fallback to the master collection in other cases
With unittest.
Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.
Reported as T53999 although this issue has been known limitation
for a long time.
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
This made vertex/weight/sculpt crash.
Add BKE_workspace_update_object_mode which sets the object mode from the
workspace.
We may want to re-visit exactly when this is set, for now call within
wm_event_do_refresh_wm_and_depsgraph.