* Reshuffle SSE #ifdefs to try to avoid compilation errors enabling SSE on 32 bit.
* Remove CUDA kernel launch size exception on Mac, is not needed.
* Make OSL file compilation quiet like c/cpp files.
controlled by the wrong color, now it's controlled by "Menu Back" text color. This
is somewhat confusing but we like some other widgets the standard colors do not
work well on the dark background of popups.
This issue was caused by doing pespective interpolation of clone uv
coordinates in perspective view. To fix this we need to use perspective
correction for screen coordinates, but return regular barycentric
weights back for clone layer uv coordinate interpolation.
The bug only exists for multires smoothing. Other cases were handled by
BKE_pbvh_vertex_iter_begin, which culled hidden parts accordingly. Added
a manual check on the multires smoothing code.
texture if more than 1 texture is used
The problem here is that no flushing is done when the texface image
changes between rendered triangles. Added a compare function and
slightly modified the draw_tface_mapped__set_draw callback to compliant
with the new user data.
Issue goes back since we stopped using LISTROW button to draw item's name (i.e. since we have custom buttons in list items!).
This commit:
* Adds a new flag to uiBlock, UI_BLOCK_LIST_ITEM, to mark blocks used for each list item.
* Adds a new button type, LISTLABEL, which basically behaves exactly as LABEL, but uses wcol_list_item color set.
* When uiItemL is called, it checks whether current block has UI_BLOCK_LIST_ITEM set, and if so, switch produced button to LISTLABEL type.
* Adds a new helper func, ui_layout_list_set_labels_active, called after the active list item has been "drawn", to set all LISTLABEL buttons as UI_SELECT.
Note custom widget_state_label() was removed, in interface_widgets.c, as it did nothing more than default widget_state().
Thanks to Brecht for the review and advices.
in some cases. The dupli code would still do object updates during render indirectly,
while this is disabled for thread safety everywhere else, now we disable it for this
case as well.
Not a pretty solution but this is for the depgraph refactor to solve.
textures larger than 2048x2048.
Check if texture is over user preference or GPU limit in texture paint
mode and if it is, scale the partial redraw rectangle before uploading
to GPU. This should be faster than rescaling the whole texture.