Own stupid mistake in recent UI list refactor - those two lists are a good example where a non-void 'id' is necessary, as they use the same class in the same window... Else, the same object is shared by the two, which can't work! :)
Many depsgraph failures are because some data in the graph is being
recalculated too early (or not at all).
Since we better support animators with working renders, here's a hack to
allow manual additional updates on frame changes.
In Property Editor, Object, Panel "Relations Extra" you now have two
buttons:
- Extra Object Update
- Extra Data Update
This will do an extra update of object and/or its data ONLY on frame changes.
Update happens as last.
Tested on files collected in Wiki todo, several cases now work OK, especially
the lags on updates.
Affect on curve radius only if offset/extrude was used,
otherwise radius could have been used for other things
(like controlling hair) which will likely break
compatibility.
Reported by Tube project guys.
Issue was caused by a fix for rendered sequencer preview mode, which
will likely conflict with compositor job. Made it so compositor job
will be killed when sequencer uses rendered preview.
Modal operators with hardcoded (in C) event handling now don't get
double clicks anymore. For modal keymaps things work OK.
This fixes number input typing for CTRL+B bevel, for example.
- BF_BITNESS should be passed as a command line argument
- Made it so CUDA binaries and OSL compiled scripts would
be installed regardless WITH_BF_PYTHON (which seems to
be quite obvious)
- Disable overwrite install, so CUDA kernels installed by
it's build target will be preserved when building blender
itself.
It's intended to perform compilation of CUDA kernels only,
without doing anything with other sources/resources and
main purpose of this target is to be able to compile cuda
kernels in completely different environment than the rest
of blender was compiled.
This is needed for linux build environment, where sm_13
compilation fails dramatically in 32bit chroot but could
be compiled in 64bit environment.
big lamps and sharp glossy reflections. This was already supported for mesh
lights and the background, so lamps should do it too.
This is not for free and it's a bit slower than I hoped even though there is
no extra BVH ray intersection. I'll try to optimize it more later.
* Area lights look a bit different now, they had the wrong shape before.
* Also fixes a sampling issue in the non-progressive integrator.
* Only enabled for the CPU, will test on the GPU later.
* An option to disable this will be added for situations where it does not help.
Same time comparison before/after:
http://www.pasteall.org/pic/show.php?id=43313http://www.pasteall.org/pic/show.php?id=43314
Performs sanity checks internally to make sure that
a) Only frames are used as parents. In future other nodes may be used for parenting, that will require more sophisticated poll functions.
b) Avoid infinite recursion. If the supposed parent is already attached to a frame node the parent assignment will be ignored.
Blender's data link button (typically with menu and searching options)
now has a X icon to clear its contents.
Before you had to click, delete text, enter.
For example:
- Object Parent
- Modifier objects or vertexgroups
This fix saves each user 100 clicks per day, with 100k users
that's 3 billion clicks per year!