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.
Solves these security issues from T52924:
CVE-2017-12102
CVE-2017-12103
CVE-2017-12104
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
Solves these security issues from T52924:
CVE-2017-12081
CVE-2017-12082
CVE-2017-12086
CVE-2017-12099
CVE-2017-12100
CVE-2017-12101
CVE-2017-12105
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
This allows a duplicator (as known as dupli parent) to be in a visible
collection so its duplicated objects are visible, however while being
invisible for the final render.
An object that is a particle emitter is also considered a duplicator.
Many thanks for the reviewers for the extense feedback.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D2966
Bug introduced on rB9f5bf197a0c3.
The offset for selection of vertices (`bm_vertoffs`) starts where the offset o edges ends (`bm_wireoffs`).
However, the `bm_wireoffs` depends on the offset of face selection (`bm_solidoffs`).
Before the commit that introduced the bug, the drawn of edges (in backbuff) was always computed along with the `bm_wireoffs`:
```
bm_wireoffs = bm_solidoffs + em->bm->totedge;
```
Now that the edges are not always drawn in backbuff, `bm_wireoffs` has to start from `bm_solidoffs`.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
Iterate over invisible objects too, so lamps can still lit the scene.
Also, now you can use a collection to set an object to invisible, not
only to visible.
For example:
Scene > Master collection > bedroom > furniture
Scene > View Layer > bedroom (visible)
> furniture (invisible)
The View Layer has two linked collections, bedroom and furniture.
This setup will make the furniture collection invisible.
Note: Unlike what was suggested on D2849, this does not make collection
visibility influence camera visibility. I will keep this as a separate
patch.
Reviewers: sergey
Subscribers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D2849
Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.
This resolves a problem where selection was limited
to immediate-mode buffer size.
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.