Age | Commit message (Collapse) | Author |
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renders were broken.
This was caused by rB1a79abdad2443ff9f12e7efd95ee78a264a9d60a which
makes a copy of the render layer list for thread safety. The single
layer passed to this function is still in the original list though, so
to get the correct index it has to be looked up there. Otherwise no
active index is set and all layers are rendered every time.
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render layers.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D346
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It would include/exclude shadow depending on the pass being disabled/enabled,
but that should have no influence on the combined render result. Now it always
includes shadow.
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validity check for render operator.
This way scene DNA can stay read-only there, cleaner and we don't have
to pass an awkward bool pointer around.
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The render operator invoke checks render layers, which can force the
render layer to be activated. This requires a notifier, which has to be
done in the operator itself (can't do this inside pipeline code).
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marker
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Also fixed wrong frame number used for reconstructed object
visualization in 3D viewport.
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This used to work (unintentionally), now check for paint-select
modes as well as editmode for ctrl+rmb to force object selection.
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This was disabled with circle select (which makes sense), but all other
paint modes allow this and sculpt isnt using select mouse.
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Note that the screencast implementation is quite poor and that you may not even
get the requested FPS, the timing system here is not reliable.
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Issue was caused by cycles setting scene frame which will update scene for
all the layers (not just visible ones) which confuses depsgraph making
objects which are needed as dependency are not really evaluated.
Made it so setting frame via scene.frame_set() which check whether update
need to be flushed to an invisible objects and do this if so.
Not ideal solution but seems to be safest at this point.
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Blender Internal shader nodes.
All nodes now use the `nodestack_get_vec` function to convert whatever
input values are connected to the desired type, instead of using the
stack values directly regardless of what they contain.
Note that this might break old node setups that have been adapted to the
faulty behavior, but as discussed in the bug report the 2.70 version is
the right time to fix this.
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these would become positive on update
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Issue was caused by curve orco calculation for rendering being freed
curve path and not calculating it back.
This left depsgraph in a state that it believed all the object data
is up to date but in fact some parts of data was freed by convert
blender.
Now made it so path is not being freed by render thread. This is
rather a workaround actually because ideally render thread need
to use copy-on-write here or at least use local cache here. But
current logic should be closer to what was happening in previous
release.
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Adds bpy.utils.escape_identifier()
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This reverts commit d47d030275f14b1c1b7a35452f9b3c841ebeb178.
This isn't a bug.
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Use the same offset for all edit-buttons now.
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to it.
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in Blender Internal renderer.
The BI renderer applies modifiers //after// changing the obmat of the
respective object (for the first instance it encounters). Before
rB6940bf0 the original obmat (omat) was stored inside dupli object data,
which was removed in favor of local omat variables due to hackishness
and redundancy. Problem with BI is that all the obmats have to be
overridden in relation to each other to produce the correct modifier
results (here: offset object for the array modifier).
The patch restores the old (messy) behavior for BI by first overriding
**all** the obmats at once from duplis, then creating render instances,
then cleaning up.
A better solution would be to avoid these modifier hacks in BI
altogether and properly evaluate them in the original object space, but
that requires far greater changes to the old code base, and is out of
scope for bugfixing.
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viewport.
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account.
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Issue was caused by undefined object update order and in some
cases NULL pointer will be de-referenced.
Added on-demand curve path calculation, just the same creepy call
of BKE_displist_make_curveTypes(). This violates DAG and might
end up in a difficult to troubleshoot race condition if there'll
be some issues with how dependencies are calculated in DAG, but
this is the easiest and safest way to solve the bug at this stage,
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BI.
The shaderfrom setting in the node editor only makes sense for "new"
shading nodes (cycles), otherwise it should be ignored and default to
SNODE_SHADER_OBJECT.
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when calculating depending-area-of-interest.
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Don't change user count when setting modifier objects
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