and restore of window setups with multiple monitors, but they are also causing
regressions, in particular issues with Blender overlapping the taskbar and the
user preferences opening wrong. We decided to revert to the old behavior for
the release.
See bug #36707 for the full explanation.
* 32 bit GCC builds now have the SSE BVH optimizations turned off, but still
compile with SSE flags for better performance.
* White color when rendering on Windows seems to have been unrelated to SSE,
rather it was a graphics driver not supporting half float textures, added a
check for that now.
* The mask was not subdivided properly on splitting edges, which gave interesting
but definitely wrong fractal-like borders around masks.
* Edge splitting was only done where the mask was < 50%, with the reasoning that
you can't do a 50% topology update. But this gives an ugly border in the mesh.
The mask should already make the brush move the vertices only 50%, which means
that topology updates will also happen less frequent, that should be enough.
to quickly toggle it on/off.
Problem is accessing freed data, now the job is ended immediately. Fix based
on patch from Sergey and investigation from Bastien.
Scene/Render "spaces" are actually absolute values, they do not use the input X/Y scale factors, hide them in this case.
Thanks to Lukas for review and improvement!
The "active ID node" concept has become slightly more complex with pynodes. To find the active material or other ID links in a node tree recursively requires a hash key based on the "parent" tree of the
current node group. To avoid returning NULL in case this key is not yet initialized (i.e. ID node has not been activated yet), just accept 0 key as well for the base node tree.
This fixes a pretty old crash that occurs when changing the collision
shape to a mesh shape during simulation.
Thanks to Thomas Beck (plasmasolutions) for the report.
svn merge -r60310:60311 ^/branches/soc-2013-rigid_body_sim
Issue was caused by bug in mesa #54080 which makes
glXQueryDrawable fail with GLXBadDrawable for any
request with direct context.
Worked around by temporary overriding X error handling
when getting old interval value and disablingintervals
extension if this query fails.
Also added check for glXSwapIntervalEXT which is
apparently NULL here with GLX_EXT_swap_control=1.
add BM_ITER_MESH_MUTABLE which steps before entering the for() loop body and prevents the assert from complaining about removing mesh data while iterating as well as the crash.
this was done in quite a few areas, more may turn up.