Issue was caused by rB47ec0394ca3d, which disabled BBox check in editmode - but bbox check was also
setting `len_diff`, which is mandatory when doing ray_start_local correction for ortho view...
Now, in this case, we do a quick rough compute of len_diff from vertices coordinates (accuracy is not
needed here, we just have to be sure corrected `ray_start_local` remains 'before' (outside) of the
geometry).
Disable adding snapping point outside of 3D space for now,
visualization of the points is not implemented outside of
this space and silently adding them wouldn't really be a
good idea.
That's rather tricky to think of a good threshold here, and
maybe we'd better use something based on the number of faces
instead.
Anyway, let's give it a try this way and see what happens.
Issue wascaused by the famous OpenMP crap in MSVC2013,
so only way is to use openmp threading if number of BVH
nodes is high enough.
Made it 8 for now, which seems to work rather fine on my
laptop and adult dragon from sintel. But maybe it's to be
adjusted a bit more.
In pipeline.c, do_render_3d() is called multiple times for each frame when
motion blur is used. This caused duplicates of the same struct Render instance
in re->freestyle_renders, resulting in fatal double freeing of allocated memory.
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
bmesh's 'Join Edge Kill Vert' was using own code to delete loops, instead of
using `bm_kill_only_loop()`, which did not tag loop indices as dirty (causing
the crash), but also did not free loop's CDData...
In addition to D319, this patch updates the parameter editor, the UI of Freestyle.
Using new API functionality and experience gained in making D319, this patch
provides a quite noticable speedup for commonly-used Freestyle linestyle modifiers.
As this patch touches a lot of code (and mainly the foundations) it is likely that
mistakes are made. The patch has been tested with a regression suite for Freestyle
(https://github.com/folkertdev/freestyle-regression-tests/tree/master), but testing
with scenes used in production is very much appreciated.
Differential revision: https://developer.blender.org/D623
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.
Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.
Core function to check for node output written by Lukas Toenne.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D673
This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
We do have odd behaviors with name and expanded enums, but in this case it did
not made any sense at all! :)
Note the error was not in RNA, but in C UILayout api itself...
Rename UI_init_userdef_factory to BLO_update_defaults_userpref_blend
This closely matches BLO_update_defaults_startup_blend so makes sense for them to be together.
Previously the imported mesh data were transformed by a local-to-world projection matrix
through NodeTransform. Now that the file loader assumes the imported mesh data already
in the camera coordinate system, an indentity matrix was supplied to NodeTransform.
The present commit avoids this redundant matrix operation by using NodeGroup instead of
NodeTransform, recalling the latter is a subclass of the former with extra matrix computations.
The issue is actually that creating a new image in texture paint mode
will set it always as a stencil image. Internally, the code checks if
the painted image is the same as the stencil and if it is, no painting
is done.
Solution is to expose a boolena to the operator for setting the image as
a stencil (could be an enum in th future for more uses)
Stencil UI is a bit weird here, will definitely redesign.