Now all consistent and using term "properties region" instead of "properties panel". Ideally we had a more generic operator for all those.
Fixes T49006.
When the colliders are joined, each cell that touches them only gets
velocity contribution once. When there are multiple objects, velocities
are summed, which causes some cells to get 2x, 3x or more than the actual
object velocity.
Fix this by using the average velocity of all colliders touching a cell.
Reviewers: miikah, lukastoenne
Reviewed By: lukastoenne
Subscribers: dafassi, scorpion81, #physics
Maniphest Tasks: T43782
Differential Revision: https://developer.blender.org/D2112
(Re)-setting custom normals could cause some unwanted splitting of some of them, leading
to slightly different tangent space. Simply enlarged slightly the threshold detecting
similar normals as identical ones for now, afarid this is the kind of issue that cannot
get a full complete solution for until we drop floats...
Make 'Laplace' filter an edge filter operation, since this what it is
typically used for, and such operation does not affect the input's alpha
channel.
Reviewers: sergey, campbellbarton
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1817
The cause seems to be that despite dt_frac being computed as
1/(subframes+1) with integer subframes value, it doesn't always
add up to exactly 1.0 due to precision limitations. If the sum
is similar to 1.00000???, the last subframe is skipped, and all
particles that were supposed to be emitted in that interval are
emitted next frame, with the code working incorrectly due to
skewed time range.
To fix, separate the code from the dynamic timestep feature that
adjusts the last subframe length into a separate function, and
use it even when dynamic timestep is disabled.
Enabled the Undo option for the operation "Add background Image". This is to treat adding a background image like opening an image. This behavior is useful when a background image is add using 'drag and drop'.
Reviewers: Severin
Reviewed By: Severin
Subscribers: brecht
Tags: #bf_blender
Maniphest Tasks: T47050
Differential Revision: https://developer.blender.org/D1725
The redundant terms were harmless but check an expression we already
know to be true (from earlier in the same conditional).
Found by PVS-Studio T48917
Drivers can use this to refer to the data which the driver is applied to,
useful for objects, bones, to avoid having to create a variable pointing to its self.
This adds the ability for cloth simulations to respect changes in the underlying mesh.
So you can for instance, animate shape keys, armatures, or add any deformation modifiers (above the cloth modifier).
This is mainly useful for (but not limited to) cartoon animations,
where your character might stretch or change shape, and you want the clothes to follow accordingly.
D1903 by @LucaRood
As title says... Copying tracking data from movieclip was not the simplest thing...
Reviewers: sergey
Differential Revision: https://developer.blender.org/D2126
Initial report/patch by Alexander Gavrilov (@angavrilov), found more on the road.
Nice demo of why we should use libquery ID looper in read code too - but that's for another day
(also because read code needs to take care of some deprecated pointers sometimes)...
Hating all those not-so-real ID types... Here there were two causes for the issue:
1) Linked shapekey ID was made local twice (once from mesh's make local, once by itself).
Solved by not explicitely making shapekeys (nor any other non-linkable datatype) local.
2) Key->from 'back pointer' to its owner was messing 'still in used' detection of linked data
after localization. Fixed with a hack for now, thinking correct solution might actually
be to not consider this pointer at all in libquery ID looper, since it's nothing like
and actual usage of mesh/lattice/curve.
Again, shapekeys as ID is a joke, those should be mere struct, they have absolutely nothing to do in Main, period. :(
Point 2) still demonstrates the need for better handling of IDs dependencies though,
so far we only hit corner cases, but think there could also be valid cases generating those
'dependency cycles' between IDs (ID a using ID b which uses ID a), this will have to be addressed some day...
This makes no sense since user usually only has release build... And those noisy printings are
behind debug flag anyway, so really no reason to only print them out in debug build.
There was some smart code in the transform which would alter between translation
and rotation based on whether bone is connected or not and whether translation is
locked or not.
It could be handy to also fallback to scale if both rotation and translation are
locked.