Comments said that function was supposed to 'stop worker threads', but
it absolutely did not do anything like that, was merely wiping out TODO
queue of tasks from given pool (kind of subset of what
`BLI_task_pool_cancel()` does).
Misleading, and currently useless, we can always add it back if we need
it some day, but for now we try to simplify that area.
Freeing pool was calling `BLI_task_pool_stop()`, which only clears
pool's tasks that are in TODO queue, whithout ensuring no more tasks
from that pool are being processed in worker threads.
This could lead to use-after-free random (and seldom) crashes.
Now use instead `BLI_task_pool_cancel()`, which does waits for all tasks
being processed to finish, before returning.
The paint slot name was not the same as what is displayed on the texture properties panel.
Instead, the slot type (e.g. "Diffuse Color") was used as the name.
Patch by Suchaaver (@minifigmaster125) with minor changes from @mont29.
Reviewers: mont29, sergey
Maniphest Tasks: T50704
Differential Revision: https://developer.blender.org/D2523
Can't say enough how much I hate those proxies... their duality (sharing
some aspects of both direct *and* indirect users) is a nightmare to handle. :(
Issue was that the VIEW_OT_manipulator operator calls the transform
operators and passes them it's own operator properties. That means the
transform operator got properties passed that it doesn't have.
The custom poll function for surfacedeform_bind seems to have caused
issues when calling it from Python. Fixed by using the generic modifier
poll function, and setting the button to be active or not in the
Python UI code instead. (there might be a better way, but for now this
works fine)
Not really happy of per-pool threads limit, need to find better
approach to that. But at least it's possible to get rid of half
of the nastyness here by removing getter which was only used in
an assert statement.
That piece of code was already well-tested and this code becomes
obsolete in the new depsgraph and does no longer exists in blender
2.8 branch.
This was only used for progress report, and it's wrong because:
- Pool might in theory be re-used by different tasks
- We should not make any decision based on scheduling stats
Proper way is to take care of progress by the task itself.
Do a "full" update on leaving sculpt mode, so we are sure scene will be brought
to a consistent state.
Ideally we'll only do that when there are objects which depends on geometry
without re-calculating self geometry, but that's a bit tricky currently.
Can't see any reason to call AUD exit early in WM_exit, that's a
low-level module that has no dependency on anything else in Blender, but
is dependency of some other parts of Blender, so it should rather be
exited late in the process!
This adds an option to force fields of type "Force", which enables the
simulation of gravitational behavior (dist^-2 falloff).
Patch by @AndreasE
Reviewers: #physics, LucaRood, mont29
Reviewed By: #physics, LucaRood, mont29
Tags: #physics
Differential Revision: https://developer.blender.org/D2389
Please never, ever use same DNA var for two different things. Even worse
if they do not have same type and ranges!
This is only ensuring issues (as described in report, but also if
animating both RNA props using same DNA var... yuck).
And we were not even saving any byte in DNA, could reuse some padding
there to store the two new needed vars (yes, two, since we cannot re-use
existing one if we want to keep backward *and* forward compatibility).
Was actually harmeless and not crashing, but I'd say more or less only
by luck: the NULL-check for region data would only evaluate to true for
the correct 3D View region. However, if we were to add region data to a
different region type in future, this would lead to undefined behavior
if executed in the wrong region.
So... Curve+shapekey was even more broken than it looked, this report was
actually a nice crasher (immediate crash in an ASAN build when trying to
edit a curve shapekey with some viewport rendering enabled).
There were actually two different issues here.
I) The less critical: rB6f1493f68fe was not fully fixing issues from
T50614. More specifically, if you updated obdata from editnurb
*without* freeing editnurb afterwards, you had a 'restored' (to
original curve) editnurb, without the edited shapekey modifications
anymore. This was fixed by tweaking again `calc_shapeKeys()` behavior in
`ED_curve_editnurb_load()`.
II) The crasher: in `ED_curve_editnurb_make()`, the call to
`init_editNurb_keyIndex()` was directly storing pointers of obdata
nurbs. Since those get freed every time `ED_curve_editnurb_load()` is
executed, it easily ended up being pointers to freed memory. This was
fixed by copying those data, which implied more complex handling code
for editnurbs->keyindex, and some reshuffling of a few functions to
avoid duplicating things between editor's editcurve.c and BKE's curve.c
Note that the separation of functions between editors and BKE area for
curve could use a serious update, it's currently messy to say the least.
Then again, that area is due to rework since a long time now... :/
Finally, aligned 'for_render' curve evaluation to mesh one - now
editing a shapekey will show in rendered viewports, if it does have some
weight (exactly as with shapekeys of meshes).
This was fixed ages ago for the interface case but not for the
command line. The thing here is that currently external engines
are relying on reports system to indicate that error happened
so suppressing reports storage in the background mode prevented
render pipeline from detecting errors happened.
This is all weak and i don't like it, but this is better than
delivering black frames from the farm.
New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.
Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.
Thanks Bastien for assistance here!