Age | Commit message (Collapse) | Author |
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RE_RenderLayerGetPass
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after Prefetch
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It was possible that two threads will start calculating proxy group's inverted
matrix and store it in the object itself. This isn't good idea because it means
some threads might be using partially written matrix.
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Previously it was very easy to run into situation when two objects are sharing
the same materials with drivers which will cause threading access issues.
This actually only needed for the old depsgraph, but since it's still the one
we're using by default we'd better solve this issue.
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There were some reported data race conditions in the python interpreter which
seems to be rather valid.
Surely this is not very pretty solution, but it might solve some annoying bugs
related on threading.
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The used heuristic of checking the value prior to lock is not totally safe
because assignment is not atomic and check might not give proper result.
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For a long time this function was only intended to be used from the main thread,
but since out implementation of parallel range (which is currently only used by
mesh deform modifier) we might want to switch to threaded alloc from object
update thread.
Now we're using spinlock around the check, which makes the code safe to be used
from all over the place.
We might consider using a bit of atomics operations magic there, but it's not so
much important for now, this code is not used in the performance critical code
path.
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Fixes assert raised in `UI_text_clip_middle_ex()` when trying to draw (empty) 'size' string
for appended/linked blender datablocks.
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When 'Front Faces' brush option was enabled, dyntop would still adjust detail on back-faces.
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Fix for T36639 caused all path changes to reload (which could loose user content).
Change behavior:
- Only reload data when a flag is explicitly passed
(currently only used by Find Files operator)
- Don't reload images which have been painted onto and not saved (dirty flag set).
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This would enable multi-value-editing in the middle of the drag action.
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Mistakes in button expressions were previously only printed to the console.
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I remove duplicate and wrong code which treat the special case of KX_TouchSensor.
And Also the re-conversion of linked logic brick.
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Kudos to @kopias for notifying me :)
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GPencil Continous Draw Mode
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a few pixels
The problem was that it was aborting too early after stumbling across a point which
might fit within the bounds required. This commit improves the logic here to solve
this and a few other little bugs like that.
Disclaimer: There are still a few cases where it randomly ends up picking something
way off. However, this only seems to occur very sporadically, so it's hard to say
how bad the problem may be.
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Made link-select separate front/back with projected UV's
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version
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I also removed unused flags in RAS_ListRasterizer.cpp.
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Per-view Freestyle stroke rendering needs to be done without multi-views.
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In pipeline.c the function add_freestyle() was supposed to be called once
per frame, but after the Multi-view merge the function are called as many
as the number of views. There were however a few Freestyle parameters
that have to be initialized per frame, and initializing one of the
parameters for each view was causing double freeing of allocated memory
which was enough to result in a crash.
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Without this you can't change delimiter options without editing the keymap.
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Use same options as limited dissolve (adds material & winding)
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Second half of fix for also T42510
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Also enable this for headless builds too.
Calling UI_icons_init would initialize matcaps, brushes etc...
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We want this even without UI, some scripts may use it in a background processing
mode to avoid too heavy process in actual 'user' blender...
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treehash must always been checked before used!
Reported on irc by sebastian_k and investigated by sergey, thanks!
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Remane sound_scene_handle to playback handle.
sound_scene_handle was a part of scene so we could see code like scene-
often in the same function.
If I understand things correctly, in audaspace lingo, the
playback_handle corresponds to a Reader while the scene_sound
corresponds to a Factory.
More cleanups will be done here later, but changing this now because my
brain hurts trying to remember which is which...
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Holds 30 frames in memory. Could make it check memory instead but that
should suffice for now to make sure blender does not crash on me with
movie files.
Previously the system would load eveything in memory so something like
playing caminandes in player would swap after 30 seconds in local
computer.
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If a mesh doesn't have a material we don't initialize the mSavedData in KX_BlenderMaterial to avoid crash.
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team.
There are 3 options here:
1) Keep range (previous behaviour)
2) Seconds - allows a specified offset in seconds around current frame
3) keyframes - zoom to include a number of keyframes around the cursor
Options 2 and 3 have their own properties to tweak the behaviour and all
options can be found in User Preferences->Interface under the 2D
viewports section.
Number 3 will probably need some refinement so commiting here for the
hwoozeberry team to test first.
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