For now we solve this for non-multiview renders by merging exr file back into
full render result prior to rendering freestyle strokes. Multiview case is
still to be supported tho.
For now we work this around by copying python DLL to the
bin folder. Ideally the DLL should be shared between blender
and python, but that's a bit tricky to do on windows.
Was doing clamping as fix for T42984. Seems we can ommit clamping for
sculpting if we make sure overlap is not zero with negative values.
Control for clamping is moved to the "Use Clipping" function of curves
(which is on by default), so both bugs remain squashed and advanced
users can now properly utilize curves in sculpting, though not all
brushes work well with negative curves.
* Do not translate renderlayers' names, those are data, not UI (defined by user).
* Translate passes' names, even in button itself (menu items were already translated).
* Translate 'ID type' in ID eyedropper helper message.
Also, added i18n context to IDType private struct, and `BKE_idcode_to_translation_context()`
helper, much more generic and easy to maintain than the private util in interface_template.c.
ED_screen_duplicate() was never written to support non-fullscreen modes.
This is prior to the hidden ui fullscreen commit, and it's quite ancient
in Blender's code (since Jan/08 - 1363134d)
That's why duplicate window, and new screen operators are disabled when
screen is full.
Steps to reproduce were: Toggle fullscreen->F12->F3->ESC 2x->3D View
changed to Image Editor and didn't change back.
Actually it doesn't work 100% as wanted since it exits the fullscreen
when pressing ESC to exit Image Editor but it's hard to support all
cases with such a weird spaghetti code.
Revert "Nodes: Remove hardcoded BLENDER_MAX_THREADS number of threads"
This reverts commit fdc653e8ce.
The threads override is not affected by the scene, and hence the limit of the
threads was not giving correct result. Need to re-consider some things here.
Issue was caused by passing NULL bmain to the path remap function when
localizing the node tree.
Paths are to be remapped, otherwise mapping of paths to OSL scripts
might happen in a wrong way.
The view would jump each time, now compensate by adjusting the cursor panning.
Less jarring and helps avoid problems when the cursor gets outside the view, see: T40353
Made the test for whether one can "see" an adjacent edge less
knife-close to 180. This means it will chose to slide along
such an edge less often, and avoid some spikes.
As material is not NULL at this stage there is no need to do a NULL
check. Also to remove dead code
Reviewers: dfelinto, panzergame, hg1, moguri
Reviewed By: panzergame, hg1, moguri
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1330