imapaint's clone and canvas are refcounting Image usages.
And particle's editsettings' object and scene seem to be pure runtime
data (they are reset to NULL in readcode), so resetting them to NULL
here as well.
The "fix" happened due to a mistake in copy-on-write commit, that mistake solved
preview render but broke something else.
This reverts commit 45720922f7.
Really, really, really need to get rid of this usercount handling
everywhere, hopefully incomming ID copying rewrite will help sanitize
that mess. But fix was needed for 2.79 release!
UVs need specific data in the VBO, which is not computed unless the
shaders assigned to the mesh actually use UVs. When adding UVs to the
shader, the VBOs were not being recomputed to include the required data.
This adds a DEG relation between the shader and the mesh, and recomputes
the required data if the shader changed.
Thanks Sergey, for all the DEG stuff...
The code was somewhat weird: it was first copying border/crop settings from
the "source" scene, then was checking border settings of the current scene
and only then was copying border from "source" scene.
Now we first copy border/crop flags, then copy border from source and then
check whether border is a full-frame.
A pointer to the uniform data for the empty drawing was being freed
before the actual draw call, which invalidates the uniform.
This makes the data only be freed after drawing.
Auto & aligned handles wouldn't restore to their correct locations.
Note that a more direct fix for the bug is possible
(storing the handle locations to restore on cancel).
But that still gives some odd behavior, see code-comments for details.
The default anisotropic tangent computation could fail in some cases,
leading to NaNs and artifacts. Use a simpler formulation that doesn't
suffer from this.
The issue was caused by combination of following factors:
- Blender Internal viewport render can not distinguish between which parts of
main database changed, so it does full database re-sync when anything is
tagged for an update.
This way, if any NodeTree (including compositor) is changed, Blender Internal
viewport is tagged for full render database update.
- With old dependency graph, scene-level drivers are evaluated on every
iteration of scene_update_tagged, even if nothing is tagged for an update.
This causes compositor drivers be evaluated quite often.
- Driver evaluation checks whether value was changed, and if so it tags
corresponding ID type as updated (this is what was telling viewport to do
render database update).
This check was quite stupid: current property value was checked against the
one coming from driver expression. This means, if driver value is outside
of the hard limit range of the property, the property will always be
considered updated.
The fix is to compare current property value against clamped value from the
driver.
It's cause by degenerate triangle having normals set to (0,0,0) which may not be compressed like it should.
This fix the problem in the final indirect lighting evaluation which might be costly.
The issue was caused by updates being flushed for all scenes, while actual update
was only called for an active one.
Not sure why do we need to flush updates for all scenes, so now we only flush
scenes which are updated.
New dependency graph is tacking root bone into account when building the graph.
This is required in order to get proper dependencies between bones. so we can
reliably use bones as targets from the same rig (and even indirect relations
via external objects). This forces us to tag relations for update when we change
root IK chain bone.
Since relations rebuild is not fully trivial operation, we only do it for
the new dependency graph. In the future it'll be nice to avoid whole graph
rebuild for such cases, but that's mentioned as a TODO.
This situation happens when a file with a text effect sequencer strip is
loaded in Blender < 2.76 and saved. This destroys the effect data, causing
a crash in Blender ≥ 2.76.
d2f748a222 prevented the crash when opening such a file, but accessing
the strip still caused a crash. This commit fixes that by actually
initialising the invalid strip. Of course this still causes data loss, but
that already happened by opening & overwriting the file in Blender < 2.76.