Avoid data type re-declaration, it's not really working on current FreeBSD's 9
system and CLang-3.0 from OSX.
This is not a good idea to do such sort of copy-paste anyway.
If someone knows better way of dealing with this please go ahead and correct
the code :)
they are supported
aka, remove multiview properties from the texture panel, the textures
node (image), and any other parts.
The multiview options are now to be explicitly set in the image template
in order to have them available in the respective panel
The functionality was there, but the UI was missing, since I introduced
the use_mutliview option in the Image datablocks.
Note: when opening the image via the background image UI it has its
views data mangled. I'll look at that. Meanwhile the fix is to toggle
Use Multi-View manually in the UI.
Glass BSDF was doing some magic with copying weigths from initial closure
onto refraction one and the code was not checking properly for the number
of closures.
some 3d methods change the window arrangment, thus they shouldn't
toggle on/off just because there is no 3d elements being drawn
The optimized solution would be to draw only the left eye in those
cases, but there is some issue going on with that, so this commit will
do for now.
bpy.path.clean_name() and AddPresetBase.as_filename() were doing
inefficient search-replace of individual characters.
Use cached replacement table instead.
Not sure where this sneaked in, but we for sure need a valid context (otherwise
we'd need to pass a Main alog too).
This is to be backported to final 2.75.
For areas that require append, store the last node,
Previous behavior would too easily hide poorly performing code.
Also avoid (prepend, reverse) where possible.
* Unset active file on opening/resetting file list
* Accidentally placed NULL check in the middle of the function - not a
big deal as it's highly unlikely that it fails (removed it but added
assert)
TODO: We might want to refactor debug passes into PASS_DEBUG and some
debug_type (similar to Blender's side passes) to avoid issue of running
out of bits.
They're working just fine on AMD Tonga GPU and probably other architectures,
lets enable it under the experimental feature set and see what exact system
configuration gives issues.
The issue was caused because of the following circumstances:
- Making All Local will just iterate all IDs and clear linked flags
- It will not do anything with objects which are already local (and
since proxy rig is local nothing will be changing it).
This commit makes it so id_clear_lib_data() takes care of clearing
all related proxy pointers, avoiding situations when proxy rig will
point to a local armature.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1276
This commits makes scopes evaluation multithreaded by using OpenMP
for the outer loop of pixel processor. it also makes all the changes
needed for keeping performance as high as possible by keeping data
local to thread for as long as it's possible.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1334
Previously it was using accumulative counter of saved lines and so on in order
to detect cases when new sample is to be saved. This is not quite possible to
do with threaded scopes update.
Change it now with non-accumulative approach which saves a bit different lines
due to slightly different rounding, but this things are not strictly defined
anyway and results are close enough to each other.