Summary:
Crash was happening because of fcurve modifier stack
used modifier's DNA to store temporary data.
Now made it so storage for such a thing is being
allocated locally per object update so multiple objects
which shares the same animation wouldn't run into
threading conflict anymore.
This storage might be a part of EvaluationContext,
but that'd mean passing this context all over in
object_where_is which will clutter API for now without
actual benefit for this.
Optimization notes: storage is only being allocated
if there're Cycles modifier in the stack, so there're
no extra allocations happening in all other cases.
To make code a bit less cluttered with this storage
passing all over the place added extra callbacks to
the FModifier storage which runs evaluation with the
given storage.
Reviewers: brecht, campbellbarton, aligorith
CC: plasmasolutions
Differential Revision: https://developer.blender.org/D147
File tracking.c became rather huge and annoying to
maintain and it really contains several independent
areas of motrack pipeline.
Now we've got:
* tracking.c: general-purpose functions which are used
by blender, clip editor, RNA and so.
* tracking_detect.c: feature detection functions
(blender-side, logic is still in libmv).
* tracking_plane_tracker.c: blender-side 2D tracking logic.
* tracking_plane_tracker.c: plane track tracker.
* tracking_solver.c: functions for camera solving.
* tracking_stabilize.c: 2D stabilization functions.
* tracking_util.c: utility functions for all those files
and which shouldn't be public.
Summary:
This brings up much easier termination type usage,
which for us means we might use:
ceres::Summary::IsSolutionUsable()
instead of doing manual funky enum values check.
Reviewers: keir
Differential Revision: https://developer.blender.org/D153
Summary:
Issue was caused by the same tile being written twice to
the EXR file. This was happening because of partial update
of work-in-progress tiles was merging result to the final
render result in order to make color management pipeline
happy.
We need to avoid such a merges and keep memory usage as
low as possible when Save Buffers is enabled.
Now render pipeline will allocate special display buffer
in render layer which will contain combined pass in the
display space. This keeps memory usage as low as we can
do at this moment.
There's one weak thing which is changing color management
settings during rendering would lead to lossy conversion.
This is because render result's display buffer uses color
space from the time when rendering was invoked.
This is actually what was happening in previous release
already actually so not a big issue.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D162
key->elemsize is set to 16 for ID_CU (i.e. Curves and NURBS surfaces). However,
this value is only correct for NURBS (which use BPoints). When trying to keyframe
the nth vertex of a particular shape key's data (where the shape keys are being
used on Bezier curves), the RNA Paths for that are generated with the wrong
data index. From empirical testing, it appears that this should be 12 instead.
of the drawstr and replaces the middle by '...'
Rationnal:
It's usually easier to figure out what a troncated string means if you have both its start and end parts.
Details:
It currently affects all UI items (text fields, buttons, labels...).
Only exceptions are buttons inside menus, text fields & co being edited, and numbuttons/sliders.
Note that some static texts (like panels' titles or items in outliner) do not use usual UI items,
and just draw the whole text, using OpenGL to clip it. Will make another patch to fix this.
Reviewers: campbellbarton, brecht, carter2422, #user_interface
Reviewed by: brecht, carter2422
CC: billrey
Differential Revision: https://developer.blender.org/D114
is used. When numerical input was active confirmation events were not
getting handled.
Code here seems a bit duplicated, it may be possible to simplify it, but
leaving it slightly bloated for now.
This aligns the User Preferences > File > Author field and label horizontally, saving space and making it more consistent with author text fields within the same section.
This commit adjusts the spacing of the items in User Preferences > System. The spacing is adjusted via separators between each section of options. This better differentiates between groups of options. It also removes a few extra separators for more consistency.
This does not support staying fixed while the surface deforms, but for static
meshes it should match up with the surface texture coordinates. Implemented
as a matrix transform from objects space to mesh texture space.
Making this work for deforming surfaces would be quite complicated, you might
need something like harmonic coordinates as used in the mesh deform modifier,
probably will not be possible anytime soon.
The console window is hidden by default, but we need to avoid this when
starting from the command prompt, because it would hide the window you just
typed the command in.
Previously it would check if Blender was started from "explorer.exe" to
determine that, but that wasn't working for application launchers like
Appetizer or Colibri. Instead we now check if the process ID is the same as
the process ID of the console window, which appears to work reliably.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D122
Volumes can now have textured colors and density. There is a Volume Sampling
panel in the Render properties with these settings:
* Step size: distance between volume shader samples when rendering the volume.
Lower values give more accurate and detailed results but also increased render
time.
* Max steps: maximum number of steps through the volume before giving up, to
protect from extremely long render times with big objects or small step sizes.
This is much more compute intensive than homogeneous volume, so when you are not
using a texture you should enable the Homogeneous Volume option in the material
or world for faster rendering.
One important missing feature is that Generated texture coordinates are not yet
working in volumes, and they are the default coordinates for nearly all texture
nodes. So until that works you need to plug in object texture coordinates or a
world space position.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
Solved by adding RW lock to BKE_vfont_to_curve.
So now all the threads are allowed to read chars from ghash,
but they'll be locked as soon as one thread would need to load
more chars from font to the ghash.