The way we use it, UI_PRECISION_FLOAT_MAX is actually + 1 to get total
number of digits, and float only has 7 meaningful digits, so that define
shall be at 6.
GCC seems to detect uninitialized into function calls now, but then isn't
always smart enough to see that it is actually initialized. Disabling this
warning entirely seems a bit too much, so initialize a bit more now.
The remapping code was creating plkaceholders for objects coming from legacy
bases, but since those objects were never created by dependency graph (since
they are supposed to be ignored) the copy on write relations creation was
confused.
Now we do some special trickery to clear legacy bases on copy on write.
Currently RNA doesn't give us a good way of accessing singleton layers,
for now expose as a layer list (skin & paint-pask do this too).
Noted in T47811 that this should be changed.
This commit unifies the flattened texture slot names for bindless and regular CUDA textures. Texture indices are now identical across all CUDA architectures, where before Fermi used different indices, which lead to problems when rendering on multi-GPU setups mixing Fermi with newer hardware.
Those checks are not always helpful, since id remapping doesn't want to
worry about which components to tag for update. Perhaps in the future we
will introduce special flag which would mean "tag everything possible"/
We get already enough reports of people complaining about crashes on
edit mode unaware that they are in the non-supported Blender Render
engine.
Blender Render is going away, no reason to keep it around. Once we have
a nice fallback on Eevee and fast file loading we can default to Eevee
instead.
This is the fake ID nature of compositor again. Need to discard such
pointers before freeing datablock even for scenes (before it was done
for objects only).
Previously it was possible to run into situation when armature is constructed prior to
objects which are used for it's constraints. This was causing wrong scene evaluation.
Now we create placeholders for objects used by armature in case they don't have ID node
yet, which ensures we have proper mapping from original to copy-on-write ID pointer.
This shows the bug when IK solver doesn't update reliably when targeted an external
object and when that object is handled by build_object() after the armature.
The issue was caused by id_copy_no_main() changing pointers of constraints used
in pose to a newly allocated ID. This is correct, but caused confusion too our
copy on write remapping, because we are mimicing inplace duplication by copying
memory over from a temporarily duplicated ID to a proper placeholder. This was
causing dangling pointers in pose to a temporarily allocated ID.
Now we add special code to remapping callback which replaces temporary ID with
a proper one.