Age | Commit message (Collapse) | Author |
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Hit a case here where rect pointer was not NULL, when h & w were both zero...
Shall not happen, but better not crash on such cases!
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* lock alpha only works in projective painting
* fill threshold only works in 2D painting
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edge vector stack was left un-cleared.
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3rd fix for silly exception conversion!
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Internal EXR API specifically avoids freeing non-file streams.
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The string may have many '|' characters, only the last is clipped.
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Simplify logic and use realloc
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Would crash trying to access outside the 3D view.
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Exposed when checking on T44871
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Also, changed the algorithm for generating the vertex meshes when not all
edges into a vertex are beveled. Now it tries to slide along edges that
form part of the silhouette when possible; when not possible, it tries
to snap to the best plane in between the beveled edges.
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Related to T44688, note supporting this case isn't so nice,
but seems it can be made to work.
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changes
Also improved a bit behavior of adding new nodes, now they will not overlap that
badly. Still not ideal, but further improvements better not to happen at bcon4.
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Was missing feature detection in the BumpNode in the previous selective nodes
compilation commit.
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- label is shown on a UI_UNIT_Y heigh instead of 0.2 * total button size
- vertically centering non-ID previews labels
- making some constants dependent on ui units
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- elongate the buttons to acomodate the icon without the label overlapping.
- removing the blue background
- adding a consistent margin all around the popup
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The issue was caused by the reshuffle needed to make objects flags have proper
object's bounding box to solve regressions in SSS objects intersecting volumes.
There's actually a feedback loop happening here, which is now solved in quite
naive way -- for the true displacement we consider all objects are capable of
intersecting volumes, synchronize object flags prior to displacement shader
tasks runs and then re-update object flags for proper bounding box.
Not sure what will be the proper solution here, we can't do preliminary check
of intersection for displacement shader, but on the other hand we don't really
need this flag for displacement shader anyway.
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Invalid thumbnails (missing mtime metadata) are to be re-generated, not ignored!
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We have to regenerate previews when we change language. But we also need to do it
when translation is changed or added for a language, etc.
Previously, we were storing one preview per language, which was also stuffing
preview dir with (potentially) tens of PNGs per font file, if user plays with translations.
Now we use a better system, which is storing an additional optional metadata in previews
(some hexdigest), that Blender can use in addition to datetime to decide when to regenerate
previews.
This is only used (and needed) by font previews so far, but can easily be reused for other
types of previews if needed.
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have not enough chars in current font.
This avoids some ugly 'missing char' in previews - not all cases of course, but most common ones.
A complete solution would be much much more involved, and probably not worth it here.
Definitively not before a release, at least!
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Was copying new layer colors to old layer colors.
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We had some reports where users did not even read the "Not supported on
release builds" message, and arguably writing a file sort of indicates
that the file may include something useful.
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things. * SSS falloff now works.
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This will help figuring out cases when node was not properly handled by the SVM
by aborting execution on CPU, where all the nodes are expected to be supported.
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This commits finishes initial selective nodes compilation into kernel, which
helps a lot performance-wise for AMD OpenCL kernels.
Split by node groups is based on statistics from simple scenes like BMW and
more complex scenes like mango and gooseberry production files. Further
tweaks are always possible, but it should be a good starting point.
TODO: Still need to ignore unused nodes when calculating requested shader
features.
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