API stays exactly the same.
Attribute names can still be of variable length, as long as the average length does not exceed AVG_VERTEX_ATTRIB_NAME_LEN. Since this includes unused attributes (length = 0) the current avg of 5 might even be too high.
Seems to be a bug in original implementation of a830280: code was always
using tangent space instead of UV map because it had the same name. Now
prefer UVMap over tangent because this is how Cycles works. At least it's
closer to.
Not sure it the save+reload issue is still relevant after this fix, that
needs to be double-checked.
Thanks @dfelinto for looking into the report and simplifying the case.
Should be included into 2.78a.
This allows appending of an entire scene from another blend file into this one,
even when that blend file contains proxified armatures.
This replaces the approach from commit 1cdc54dc7d.
Thanks @sergey for the help.
Column flow layout was abuse ui_item_fit in a weird way, which was
broken for last column items.
Now rather use own code, which basically spread available width as
equally as possible between all columns.
New functions activate & deactivate immediate mode. Call these when switching context and the internal VAO will be handled properly. VAOs are one of the few things *not* shared between OpenGL contexts.
Seems to be rounding error. Hopefully new code handles the error fixed back in
SVN revision 28901 and still have proper frame number for Hjalti.
What could possibly go wrong here..
Was multiplying matrices backward, so concatenation was broken. Fixed!
Also a way to mix legacy matrix stacks with the new library. Just during the transition! Anything within SUPPORT_LEGACY_MATRIX will go away after we switch to core profile.
Part of T49450
Original fix in this area was not really complete (but was the safest at
the release time). Now all the crazy configurations of slots going out
of sync should be handled here.
It was possible to have two viewports opened and start using Ctrl-0
to make different objects an active camera for the viewport. This
worked fine for viewports which had decoupled camera from the scene,
but if viewport was locked to scene camera it was possible to run into
situation when two different viewports are locked to scene camera but
had different v3d->camera pointers.
Apparently, the whole G.is_break is not used by OpenGL render, meaning
this flag will not be clear before running the operator. This was
causing missing file output after pressing Esc once for the rest of
Blender session.
Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks.
Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some.