* Although not strictly a bug it is the expected behavior and won't mess anything else up.
* Note: the lattice is applied to the actual hair keys instead of the calculated strands so the applied result will differ a bit from the original.
This commit and other commits attempting to fix it broke various things. The
main thing that changed was that instead of computing children/paths in
advance as part of particle_system_update, this was moved to do it just before
drawing or rendering. I've changed back that behavior and tried to keep the
other fixes in the commit.
When the new particle system was just committed, it also worked this way but
gave various problems, and I had to remove that behavior to get things working
stable. Basically it meant that you could get have a path cache that was
outdated in various situations, and it doesn't fit well with dependency graph
evaluation order.
This fixes:
#22823: Children Particle Rendering is broken
#22733: Particle objects not displayed
#22888: SigSegV when rending hair particles
#22820: Another SigSegV when undo adding hairs in particel edit mode
Some particle setups in dupligroups.
The three bugs that the original commit fixed are now also still working in
my tests:
#21316: Hair weight drawing is wrong
#21923: Consistent Crash When Rendering Particle Scene.
#21950: Path rendering option for particles causes crash
* Path drawing now works for non hair particles.
* Should fix the following bugs too:
[#21316] Hair weight drawing is wrong
[#21923] Consistent Crash When Rendering Particle Scene.
[#21950] Path rendering option for particles causes crash
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
This patch add SPH (Smoothed Particle Hydrodynamics)fluid dynamics to the
blender particle system. SPH is an boundless Lagrangian interpolation
technique to solve the fluid motion equations.
From liquids to sand, goo and gases could be simulated using the particle
system.
It features internal viscosity, a double density relaxation that accounts
for surface tension effects, static internal springs for plastic fluids,
and buoyancy for gases.
---------------------------------------
This is a commit of the core fluid physics. Raul will work on proper
documentation soon and more features such as surface extraction from
the particle point cloud and increasing stability by sub-frame calculations
later.
This reduces point cache sizes dramatically especially if particle
life time is small compared to total simulation length. For example
with the settings: particle amount = 10000, start = 1, end = 200,
life = 10, cache step = 1, the unoptimized blend file size (compressed)
was a little over 22 Mb and with this optimization the file is a little
under 2 Mb (again compressed). In addition to saving memory/disk space
this also probably speeds up reading from cache, since there's less
data to read.
As an additional fix the memory cache size (displayed in cache panel)
is now calculated correctly.
- particle set weight operator (Shift + K) and from the menu.
- mirror vertex groups operator can also flip weight group names.
a number of utility functions for weight groups added
int *get_defgroup_flip_map(struct Object *ob);
void flip_vertexgroup_name (char *name_r, const char *name, int strip_number); // moved from modifier.c
void copy_defvert (struct MDeformVert *dvert_r, const struct MDeformVert *dvert);
void flip_defvert (struct MDeformVert *dvert, int *flip_map);
Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
* The hair mesh vertex index was stored as a short, but vertex counts can easily go higher than what fits in a short so changed this to an int.
* Also removed particle life looping, which didn't work correctly anyways. Similar functionality will become available when I get to recoding reactor particles into a better system.
* Make partial update work again for faster editing.
* Draw parents over children again, nicer for editing.
* Fix crash with remove tools & showing child particles.
* Fix children not disappearing always when setting to None.
* Fix wrong normal for last point in child path.
* Fix a python error in the hair dynamics panel.
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python