* Put Normal Settings beneath the other ones, wild button jumping should be avoided.
* Remove Cage prefix for Object and Extrusion, it's clear from the button placement, the former UI was too squeezed...
* CUDA can be compiled with Volume support again, change line 78 kernel_types.h for that.
Volumes are still fragile on GPU though, got some Memory/Address CUDA errors in tests.. needs to be investigated more deeply.
Ne op is similar to other 'Select Grouped' ones in Blender.
Based on patch D288 by Cruentus_Nex (Steve).
Reviewed by Campbell Barton, thanks!
Revision: D288.
Noticed this while looking into something else.
The change is trivial, but gives a rather nice preformance improvement,
so why not.
Theres's actually a lot one can do to improve collision performance if
one wanted to, the triangle-triangle check alone has a lot of room for
improvement.
* Allows drag and place workflow in addition to click workflow
* Should be compatible with future use of calling operator and placing
instead of left-clicking
In rB78c491e the `initialize_particle` function was split into 2 parts for particle texture initialization.
The texture init part however also initializes birth times, which is now missing in the main init function
in some cases (notably when setting start/end directly without a subsequent time step).
Blender Internal only uses materials with non-zero user counter for SSS and new
mutable libblock copy was keeping users counter at zero.
Now it sets user counter to 1, which is a bit of arguable decision, but which
also kind of makes sense -- meaning callee owns the copied block.
The cause of the crash was identified in an uninitialized member variable
`Main->lock`. Now that struct Main has a few member variables whose
values are dynamically allocated, per-render Freestyle-specific Main data
structures will be allocated and released using `BKE_main_new()` and
`BKE_main_free()`, respectively.
This revision complements the commit rB6135556f4556.
A bit hackish solution for now, cleaner solution we'll look into as a
part of the new DAG project, when it's clear what kind of data is passed
to the evaluation callbacks.
The problem is that the render window keeps keybord input focus even after it has been
lowered. Windows maintains the Z-order of windows, so the present solution is to raise
the window that has been just below the render window.
Differential revision: https://developer.blender.org/D594
Reviewed by: campbellbarton