Age | Commit message (Collapse) | Author |
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We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
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Missed depsgraph_legacy new pointer to nullify when merged/adapted new
ID copying code to blender2.8.
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# Conflicts:
# source/blender/makesrna/intern/rna_render.c
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While this isn't really needed, active border was annoying.
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This can happen with Alembic files exported from Maya. I'm unsure as to the
root cause, but at least this fixes the crash itself.
Thanks to @looch for reporting this with a test file. The test file has to
remain confidential, though, so it's on my workstation only.
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Get/set mismatch, reading from pchan, writing to bone.
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This needs some improvements since
matching handles *exactly* is a bit involved.
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Was complicating general use case, also support for transforming with matrix_space set.
Add matrix_space support for manipulator_window_project_2d too.
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Also take matrix_space into account when calculating final pixel size.
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This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
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The only reason shutter time was marked as non-animatable is because Blender
Internal render does not support such animation. But this is something what
users are keeping asking for and now Blender Internal is on it's way out.
Enabled animation of this property, but noted in tooltip that Blender Internal
does not support animation of this property.
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Bug in new ID copying code, thanks once again to stupid nodetrees, we
ended up wrongly remapping MA node->id pointers to NodeTree when copying
materials using node trees...
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usercount of its gpencil pointer.
_copy_data() functions of datablocks shall never handle that, it's done
by generic calling code in library.c.
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large video
Enabled cache for frame accessor and tweaked policy so we guarantee keyframed
images to be always in the cache. The logic might fail in some real corner case
(for example, when doing multiple tracks at once on a system where we can not
fit 2 clip frames in cache) but things are much better now for regular use.
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Cache is still kept disabled, need to think of a policy for cache cleanup.
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This code wasn't uses, but the key comparison was totally wrong.
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Forgot to do that the other week, master is no more 2.79 RC!
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This fix a bug when occluder are on the edge of the screen and occludes more than they should.
Grouped the texture fetches together and clamp the ray at the border of the screen.
Also add a few util functions.
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This was due to missing GL_TEXTURE_MAG_FILTER.
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This is to fix some performance bottleneck.
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Loading startup file always loads the UI now.
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This should fixes the error message that a stall occured because of busy mipmap.
This happened on the minmax buffer generation and introduced a random 0.2ms latency.
I'm not sure of what was happening though.
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Creating ngons with multiple axis aligned shapes in the middle of a
single face would fail in some cases.
This exposed multiple problems in BM_face_split_edgenet_connect_islands
- Islands needed to be sorted on Y axis when X was aligned.
- Checking edge intersections needed increased endpoint bias.
- BVH epsilon needed to be increased.
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This exposes end-point bias argument, needed in rare cases.
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Differential Revision: https://developer.blender.org/D2781
To be backported to 2.79 branch
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Rendered settings.
'OpenGL Preview' checkbox was redundant now, just use seq_prev_type
value only.
Might be OK for 2.79, but should be double-checked first...
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concurrency.
Note: this commit seems to work as expected (also with transform
snapping etc.). However, it is rather unsafe - not enough for 2.79 at
least, unless we get much more testing on it. It also depends on three
previous ones.
Note that using a global lock here is far from ideal, we should rather
have a lock per DM, but that will do for now, whole DM thing is doomed
to oblivion anyway in 2.8.
Also, we may need a `DM_DIRTY_LOOPTRIS` dirty flag at some point. Looks
like we can survive without it for now though... Probably because cached
looptris are never copied accross DM's?
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That one was doing exactly same thing as `dm->getLoopTriArray()`, no
point in having twice the same code here...
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arrays again from DM.
This was... horribly wrong, CDDM will often *not* need to allocate
anything to return arrays of mesh items! Just check whether array
pointer is NULL.
Also, remove `DM_get_looptri_array`, that one is useless currently,
`dm->getLoopTriArray` will always return cached array (computing it if
needed).
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All three functions were doing exactly the same thing, simpler to only
have one in that case!
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