Age | Commit message (Collapse) | Author |
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crash
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(freestyle/wm related).
Render->freestyle_bmain is set to NULL after BKE_main_free() so that
the struct Main is not considered for tagging any longer.
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now use real view clip ranges for win-to-ray segment
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Changed the polling method used for both the add and remove LoD operators
to a more appropriate one.
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In rB78c491e the `initialize_particle` function was split into 2 parts for particle texture initialization.
The texture init part however also initializes birth times, which is now missing in the main init function
in some cases (notably when setting start/end directly without a subsequent time step).
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preview in BI when using SSS
Blender Internal only uses materials with non-zero user counter for SSS and new
mutable libblock copy was keeping users counter at zero.
Now it sets user counter to 1, which is a bit of arguable decision, but which
also kind of makes sense -- meaning callee owns the copied block.
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getters/setters list.
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Adding a hack so that KX_GameObjects' culling status is updated based on
mesh slots.
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The cause of the crash was identified in an uninitialized member variable
`Main->lock`. Now that struct Main has a few member variables whose
values are dynamically allocated, per-render Freestyle-specific Main data
structures will be allocated and released using `BKE_main_new()` and
`BKE_main_free()`, respectively.
This revision complements the commit rB6135556f4556.
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A bit hackish solution for now, cleaner solution we'll look into as a
part of the new DAG project, when it's clear what kind of data is passed
to the evaluation callbacks.
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Extra bonus: calculating bone constraints now happens parallel!
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increasing its usercount.
Probably a leftover from old code, I don't think this invoke usage of VIEW3D_OT_background_image_add
was actually reachable anywhere from the UI, but managed to get it working from py, without increasing
user count...
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image.
Patch by julien (Julien DUROURE) as T40568 (with own minor style edits), many thanks!
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Preserve buffer form previous runs so it's possible to make
a compo of full frame, then draw a border and start tweaking
nodes and see updates in that border.
Main idea is to make it able to visually compare difference
between what was changed inside the border and how frame
looked before the tweaks outside of the border.
Also implemented Clear Viewer Border in compositor, shortcut
it Ctrl-Alt-B.
Reviewers: lukastoenne, jbakker
CC: venomgfx, sebastian_k
Differential Revision: https://developer.blender.org/D582
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Suppress warning for now, it's harmless and only happens
with new libpng.
In the future we might try enabling it for non-datatoc-ed
files, but it's really not worth spending lots of time on.
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Add ability to define negative slope by default to curvemapping template...
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Constant crashes under Linux seem due to an uninitialized variable.
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The "fix" is just a stupid index sanity check to avoid crashing. Underlying issue is not identified and probably never will ...
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Problem report by Light BWK through personal communications, thanks!
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emitting a ND_NLA_ACTCHANGE signal now to make that work.
Found while documenting the NLA for my upcoming book
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and "only render" checked.
Objects were hidden in "only render" mode if they were duplicators. This is correct in general, but for particles should be disabled by the "show emitter" option.
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Do not check packed files' paths in BKE_bpath_missing_files_check()!
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Code would not check a texture did have a valid image pointer...
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Bounds check the stack while debugging, also add STACK_PEEK
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Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).
Path to save cached render results is an UserPreferences setting.
Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D553
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Mere typo, leading to restore a flag from another scene's flag value...
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