The interpolation function of the datalayer was misssing so the sculpt
mask data was corrupted every time a subdivision surface modifier was
applied.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7640
Without this value defined it was reusing the same 1.0 value after using
fill mask, so it was not working.
Reviewed By: jbakker
Maniphest Tasks: T76397
Differential Revision: https://developer.blender.org/D7699
This is not as much a fix as a work around, but given the real
involves replacing how we build fftw, it is not eligible for 2.83
which is in BCON3 already.
The root of the issue lies with (how we build) fftw3
The first issue is: fftw does not build with MSVC, there are other
dependencies that are not compatible with MSVC and for those we
build the libraries required with mingw64, same for fftw
The second issue is: for reasons unknown we really really really
liked all deps to link statically so wherever possible we did so.
Now during the building of the fftw it linked a few symbols from
libgcc (which we do not ship) like __chkstk_ms, for which we passed
some flags to stop generating calls to it. Problem solved! There
is no way this could possibly turn around and bite us in the rear.
fast forward to today mystery crashes that look like a race condition.
What is happening is, we tell the linker that each thread will require
a 2-megabyte stack, now if every thread immediately allocated 2 megs,
that be 'rough' on the memory usage. So, what happens is (for all apps
not just blender), 2 megs are reserved but not backed by any real memory
and the first page is allocated for use by the stack, now as the stack
grows, it will eventually grow out of that first page, and end up in
an area that has not been allocated yet, to deal with that the allocated
page is followed by a guard page, someone touches the guard page it's
time to grow the stack!
Meanwhile in FFTW is it's doing substantial allocation using alloca
(up to 64 kb) on the stack, jumping over the guard page, and ending
up in reserved but not yet committed memory, causing an access violation.
Now if you think, that doesn't sound right! something should have
protected us from that! You are correct! That thing was __chkstk_ms
which we disabled.
Given we do not want a dependency on libgcc while building with MSVC
the proper solution is to build fftw as a shared library which will
statically link any bits and pieces it needs, however that change
is a little bit too big to be doing in BCON3.
So as a work around, we change the size the stack grows from 8k to
68k which gives fftw a little bit more wiggle room to keep it out
of trouble most of the time.
Note this only sidesteps the issue, this may come up again if the
conditions are just right, and a proper solution will need to be
implemented for 2.90.
When the number of triangles in a node became zero, the wireframe batch was
not freed along with the triangles batch and could still reference a freed
vertex buffer.
Ref T76858
That one was a bit more complicated, and is still only partial refactor
(ultimately we want to have a foreach_id callback in SpaceType itself I
think...).
All parts of drawing (shaders, GL mesh descriptor, material partitioner
and so on) needs to be redone for the draw manager and new OpenSubdiv
library.
Removing untested code which is doomed to be replaced to make localized
refactoring easier.
The code was trying to make winding consistent and manifold, same as
OpenSubdiv expects it to.
Unfortunately, the code was having some issues in corner cases so the
winding wasn't really correct.
Fortunately, the latter (compared to when this code was originally
written) supports orientation on OpenSubdiv side.
Removing code which is currently unused in Blender and which had
known issues. Is simple enough to bring the code from Git history
if the functionality is needed in the future.
This patch just disable the curve Normals by default.
Reviewed By: #user_interface, billreynish, Severin
Differential Revision: https://developer.blender.org/D7755
The previous naming scheme for the "selected to active" baking options
lead to confusion and they were not describing what they actually did.
To remedy this, I've added a new settings that does what the older setting implied it did.
Reviewed By: Brecht, Dalai, Andy Davies
Differential Revision: http://developer.blender.org/D7733
Bug was actually in outliner code, paste operator would not generate any
undo step...
This was not correct ever, but with new undo code this has become a
critical issue, it cannot survive a situation where current main data
has been changed without a proper undo push.
This illustrates again how much of a catastrophic mess the 'tools'
callbacks of the outliner are currently, it has already caused us quiet
some pain in the past, and will keep doing so until this is fully
sanitized am afraid.
Would strongly suggest getting rid of thosw nasty mix of custom
callbacks requiring manual undo pushes, I do not see the added value of
this compared to regular menus calling regular operators. It only adds
confusion and extra code for nothing...
Also put glDisable(GL_DITHER) in it since we don't even use it (but is
enabled by default).
Also leave GL_MULTISAMPLE on by default since it has no impact on non-MSAA
framebuffers.
It is not impossible that the number of knots is stored wrong in the
file (for example, it will be 1 knot only).
This change fixes bad memory allocation and bad memory access in such
cases. It also fixes strict compiler warning which was mentioning that
the allocation size is wrong),
There isn't really the correct way of dealing with such situation, so
simply fall back to Blender's knots calculation.
Differential Revision: https://developer.blender.org/D7765
Simple solution: remove the code which was causing bad threading
conflicts.
This code was a part of workaround for a specific state of linked
scene. It seems to be not needed anymore, since the pose is ensured
to be up to date by the following call stack:
- Dependency graph update,
- Copy-=on-write operation called on object.
- object_copy_data().
- BKE_pose_rebuild().
The workaround was a no-functional change for the dependency graph
anyway, because it was modifying original objects, not the ones
which are evaluated.
For some reason was only visible with gcc-10 in release builds.
Kind of makes sense since there is no CMake code which removes strict
compiler flag, so deal with strict flags in the code itself.