Root of the issue goes to the order of particle initialization which does
texture evaluation (which does depend on particle coordinate) and particle
birth coordinate calculation. So basically what happened is:
* Changing number of particles re-allocated all the particles,
which sets their coordinate to (0,0,0)
* Texture evaluation used this non-initialized coordinate
* Coordinates were calculated for particles
Reshuffled code a bit so now texture evaluation happens after particles.
coordinate calculation. Basically moved texture evaluation to particle
reset function. Reset happens after initialization anyway and it does
know particle coordinates. Also, if reset is being called without init
then it's also kind of logical to re-evaluate texture because particle
coordinates might change.
Resetting the particle system without losing edit undo is not so easy. Just added a confirm message for now to warn user about loss of particle edit undo.
this was only done in some cases before and it was possible to enable weightpaint+sculpt at the same time when enabling sculpt by directly running the mode switching operator.
add generic function to ensure a compatible mode before entering the new mode (added to each operators exec function)
This was in fact really nasty bug, caused by multitex_nodes
function using global variable R (which is a copy of current
renderer). this variable is not initialized to anything
meaningful for until first rendering (preview or final)
happened.
Since multitex_nodes might be used outside of render pipeline,
made it so whether CM is on or off as an argument to functions
multitex_ext_safe and multitex_ext. Now multitex_nodes() is
only shall be used for stuff happening from render pipeline!
Also needed to make some changes to other places, so all the
usages of texture sampling knows for the fact whether CM is
on or off.
And one more change is related on behavior of dispalcement,
wave, warp, weightvg modifiers and smoke. They'll be always
using CM off since texture is used for influence, not for
color.
It's rather bigger patch, but it's mostly straightforward
changes, which we really need to be done.
Reviewed by Brecht, thanks!
- puff was interpolating hair that made longer strands cirl up.
- also fixed problem with puff-volume option, it was over-accumulating so unselected parts of the hair would have too much offset applied.
Forward enum declaration is a bad idea, especially for C++ which requires
enum specification to dteermine which data type to use to store it.
Alternative would be to not use enum as an arument and pass it as int,
but actually would rather be strict on typing -- using explicit enum
as parameter type helps understanding the code and prevents possible
mistakes when using the function.
of threads to the number of cores when the fluid is created. Rather it is now
set to 0 which means "use the number of threads specified for the scene".
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.
Also fixes#34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
- replace ED_operator_rigidbody_add_poll with ED_operator_object_active_editable_mesh
- replace ED_operator_rigidbody_active_poll with ED_operator_scene_editable for operators that use the entire selection.
- remove rigid-body from objects that are converted from meshes to curves, while this isnt crashing it is confusing to see in the UI.
- add checks so rigid-body operators only return FINISHED when they make some changes to the scene.
- remove (scene == NULL) checks, poll already catches these.
- bevel had incorrect cancel when initialization failed which could crash (own mistake).
- main particle poll function didnt check if the area/region were NULL.
- some uv operators needed space image but didnt check for it. also use uv_ prefix for most operator functions.
- pass string size to BLI_timestr() to avoid possible buffer overrun.
- quiet warning for mingw.
- include guards for windows utf conversion funcs.
- fix for mistage in edge-angle-selection check.
- some style cleanup.
note: that this intentionally removes check to exit vpaint mode when a vertex color layer is removed,
since being in vertex-paint mode without a vertex color layer is supported.
also minor change to drawing camera limits while picking from previous commit.
brushes, due to issues with color coded drawing or slow/buggy reading from such
a buffer on some systems.
In case multisample is enabled now, it uses an offscreen buffer for such drawing,
which is not multisampled and so should not cause issues. This does mean there is
some extra GPU memory usage when multisample is enabled, and we could optimize
triple buffer to work together here somehow to share buffers, but it's better than
having selection not working.
from Lawrence D'Oliveiro (ldo)
Get rid of BLI_splitdirstring, replace with calls to BLI_split_dirfile, BLI_split_dir_part and BLI_split_file_part as appropriate.