Age | Commit message (Collapse) | Author |
|
input node.
|
|
Seems to be rounding error. Hopefully new code handles the error fixed back in
SVN revision 28901 and still have proper frame number for Hjalti.
What could possibly go wrong here..
|
|
|
|
|
|
constant key value
Technically it is a regression in behavior and should be 2.78a.
|
|
from scene
|
|
|
|
Original fix in this area was not really complete (but was the safest at
the release time). Now all the crazy configurations of slots going out
of sync should be handled here.
|
|
Flagging of pool to cancel was done in the wrong place, making last
frames missing in the final video.
|
|
It was possible to have two viewports opened and start using Ctrl-0
to make different objects an active camera for the viewport. This
worked fine for viewports which had decoupled camera from the scene,
but if viewport was locked to scene camera it was possible to run into
situation when two different viewports are locked to scene camera but
had different v3d->camera pointers.
|
|
Apparently, the whole G.is_break is not used by OpenGL render, meaning
this flag will not be clear before running the operator. This was
causing missing file output after pressing Esc once for the rest of
Blender session.
|
|
|
|
Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback.
(equivalent to rB78abbdf26451 on blender2.8 branch)
|
|
Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks.
Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.
|
|
in BI
Nice to have in 2.78a, though not a regression.
|
|
This code is confusing, such dirty details should not sneak out of
particles' own private code. :(
|
|
dangling to invalid value in read code...
|
|
|
|
We were checking for number of tasks from given pool already active, and
then atomically increasing it if allowed - this is not correct, number
could be increased by another thread between check and atomic op!
Atomic primitives are nice, but you must be very careful with *how* you
use them... Now we atomically increase counter, check result, and if we
end up over max value, abort and decrease counter again.
Spotted by Sergey, thanks!
|
|
Since the collision modifier cannot be disabled, it causes a constant
hit on the viewport animation playback FPS. Most of this overhead can
be automatically removed in the case when the collider is static.
The updates are only skipped when the collider was stationary during
the preceding update as well, so the state is stored in a field.
Knowing that the collider is static can also be used to disable similar
BVH updates for substeps in the actual cloth simulation code.
Differential Revision: https://developer.blender.org/D2277
|
|
Previously if the rendering is much faster than saving (for example,
when transcoding stuff via VSE) it was possible to have 100s of frames
in memory.
This isn't ideal because of limited amount of RAM, so need to have
some sort of limit. This is exactly what is implemented in this commit.
|
|
By the design of task scheduler it was possible that tasks from somewhere
in the middle of scheduled list will be handled first.
For example, one thread might be iterating over the scheduled list and
ignore tasks because there is other thread is working on task from the
same pool. However, if that other thread finishes task before iteration
is over current thread will pick up task from somewhere in in the middle
of the list.
This isn't a problem in general case, but for movie rendering we do need
to have strict order of frames.
|
|
|
|
|
|
Also do not attempt to write any already scheduled frames.
|
|
|
|
This allows appending of an entire scene from another blend file into
this one, even when that blend file contains proxified armatures.
Since the proxified object needs to be linked (not local), this will
only work when the "Localize all" checkbox is disabled. The appended
proxy object should also not be referenced from anything in a library
(for example in a constraint). Referencing it from the appended data
should be fine.
Fixes T49495.
|
|
Pretty much same reason as for the 'from' pointer of shapekeys - runtime
data creating loops and 'ghost' dependencies between datablocks.
We need to handle them in cases like remapping, but whall not take them
into account to check dependencies between datablocks... :/
|
|
This is unsigned value (negative radius does not have much sense anyway!).
|
|
Was visible in Dynamic Context Menu add-on.
|
|
The initial idea was to use Ctrl+E to interpolate stroke because this is
similar to Pose breakdown, but the Ctrl+E keymap is used to inverse
grease pencil sculpt effect.
The new keymap is Ctrl+Alt+E in order to fix the conflict
|
|
|
|
Datablock Previews
New recursive iteration over IDs in BKE_library_foreach_ID_link() was
broken by the infamous nodetree case. We cannot really recusively call
this function in that case, so better to deffer handling of
non-datablock NodeTrees as if real IDs here.
Also fixed initial ID not being stored as handled, in rare cases this
could also lead to infinite looping.
To be backported to 2.78a.
|
|
|
|
We *always* want to increase mat user count when from Object (and not
Data), because in that case we are moving mat from object to temp
generated mesh, material can never be 'borrowed' in that case.
To be backported to 2.78a
|
|
Removed in a7dbc0704f217a, but only should've removed default keymap entry.
|
|
If I didn't miss anything these are indeed not used. Old themes should still work (will only print info on redundant theme defines into console), but updated non-contrib themes already.
|
|
|
|
The `use_snapp_align_rotation` option was using only the first vertex
|
|
|
|
|
|
|
|
|
|
|
|
'camera' Object pointer of TimeMarkers is a 'temp' hack since Durian project...
Would need to be either made definitive now, or removed/reworked/whatever.
But since we intend to use that object pointer for other needs, and current code
could lead to crashing .blend files, for now let's fix that mess (was missing
some bits in read code, and also totally ignored in libquery code).
Should be safe for 2.78a.
|
|
|
|
Scene Strip
This change makes it so that when the sequences within a Scene strip are
evaluated, they use the Scene that they come from as the context as opposed
the Scene that the Scene strip is in. This is necessary, for example, in the
case of the MulticamSelector where it needs to reference strips in the original
Scene as opposed to the Scene where the Scene strip is located.
Patch by @Matt (HyperSphere), thanks!
|
|
Another case of float imprecision leading to endless loop. INcreasing a bit 'noise threashold' seems to work OK.
Not a regression, but might be nice to have in 2.78a.
|
|
Not sure where this comes from, but code was converting BMEdge* to BMVert* to check oflags,
i.e. not accessing correct memory.
Regression, to be backported to 2.78a.
|
|
Special case, so now we can pin tricky cases like animated camera DOF
without requiring to have animation on the object level.
|