No idea why this issue hasn't been spotted before. Took several hours to
figure out where exactly wrong memory access happens..
P.S. I really want to switch ImBuf->rect from int* to unsigned char*...
Issue here is most likely sampler uniforms and textures not being
updated properly when zero binding is created. Solution for now is to
allow zero binding but when this happens use sexy pink invalid texture
instead :p.
We need to 'reset' mouse coordinates to the one it was when the gesture handling started,
else org coords are where the tweak event is created, which gives a noticeable gap
(several pixels) and unwanted behavior like the one retported about file box selection.
Skip doing particle update in object_handle_update if object is in
edit mode.
Object will be re-evaluated on exit from edit mode anyway, so it's
_expected_ to be a safe change.
The root of the issue goes to the fact that we only can
read RGB EXR files, but they could be YCbCr or just Luma.
Added support for this two cases.
Note: internally EXR would still be 3 channels, so no
big memory save would happen here, at least yet.
It's not that trivial to support disapearing tracks in the sequence,
and since we're having ongoing 2D stabilization rework patch wouldn't
want to start doing rather bigger changes here now.
Let's just stick to legacy behavior for this release.
This reverts commits 91429d0, 543ce85
2.70 for non Apple systems.
Also refactored the code that restores the previous openmp thread count.
The logic here was weird, mostly due to all the commit madness with
Apple openmp support. The restored thread count though should not depend
on the on/off state of threaded sculpting (since it has to do with
systems other than sculpting only). For OSX threads are restored to the
system thread count but Jens should recheck here.
Now baking does one AA sample at a time, just like final render. There is
also some code for shader antialiasing that solves T40369 but it is disabled
for now because there may be unpredictable side effects.
Cycles expects to find all node sockets with their correct names, but
this can be changed via the API (see bug report discussion).
Solution for now is to let cycles accept this case gracefully instead
of crashing. The shader will simply use the internal default values for
inputs and any connections will be ignored.
Would be nice to report the error somewhere, but cycles doesn't have a
proper logging system for this purpose yet.
The node was using sampler from the callee node and passed
it to the input nodes. Since the fact that compositor output
node uses NEAREST interpolation (why it uses nearest is the
whole separate story) it's not possible to have subpixel
precision in such cases:
<image> -> <translate> -> <output>
For now solving by hard-coding translate node to use BILINEAR
interpolation. It can't become worse in this node anyway and
the sampling pipeline is to be re-visited from scratch.