Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.
This resolves a problem where selection was limited
to immediate-mode buffer size.
Since the paste object is pasted in the active collection, and not on
its original one, we need to flush/calculate the new collection base
settings (visibility, selectability, ...).
DEG_id_tag_update() for the scene now. Though it may be better to tag
only the object specific IDs in the future.
Originally we were not respecting the original visibility flags of the
collections. However this is required for Copy-on-write (CoW).
Remember to update the svn lib tests folder. I had to update some of the
json files there.
Also adding a new unittest for this particular issue:
Test render_layer_scene_copy_f
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
I couldn't reproduce either, but calling min() with different argument
data types and indexing vectors with an index not known at compile time
seem likely to cause problems.
Ref T52404, T52404.
We stop using the .zip file and just have all files now in
lib/darwin/python/lib, along with numpy, numpy headers and requests.
This makes it consistent with Linux and simplifies code.
For old libraries the .zip stays, code for that gets removed when we
fully switch to new libraries.
We now have to support more complex copying types, which are controlled
by flags, so all copying logic will need to take those at some point (at
least, all potentially dealing with IDs).
_copy_data() functions shall not do that at all anymore. Kept as option
for now even though that helper is only called from here...
Also moar varnames renaming to standard _src/_dst sufixes.
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. :)
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.
Was complicating general use case, also support for transforming with matrix_space set.
Add matrix_space support for manipulator_window_project_2d too.
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
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.
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...
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.
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.