In a real world it is very weird to disable AA on a mask,
it will give ugly looking result. For some fast preview
passes (like in the node preview) the system can decide
to disable AA without asking user to do anything.
One thing we can consider doing is to remove Feather
option as well. If real compo becomes measurably slower
in cases when mask has no real feather, we can disable
feather internally, without user input. Disabling
feather in the interface is like making things faster
but giving a wrong result, which doesn't sound that
helpful either.
Reviewers: brecht
Reviewed By: brecht
Subscribers: hype, sebastian_k
Differential Revision: https://developer.blender.org/D3677
The issue there was that number of layers did not include normals,
while element size counts bytes used by normals. This sounds very
fragile and dangerous to work further. Also, one value can easily
be delivered from another, so it is redundancy going on here.
Possible difference now is that multires subdivision will copy
normals to a higher levels. Shouldn't be big of a problem, since
leaving old normals and updating coordinates is not correct either.
MASS unit was already implemented for the C api. Only making sure it is
accessible in the python api. Also added 'CAMERA' to the documentation as a valid option.
The statement that PBVH needs to keep track of CCGDM is wrong, PBVH itself
does not care about CCGDM at all, and it's weird for it to carry on this
beast so others can access.
Even more, nobody will actually caring about CCGDM itself, all the usages
were checking whether there is CCGDM or not. This is as good as simply
checking PBVH type.
Tested with an original report T53551 and everything is still stable.
While the crash is in 2.8, it's possible undo operates on data
which isn't only owned by the current scene (any object for eg).
Thanks to @mont29 for suggesting the fix.
This changes the text hinting setting to be an enum with options
Auto / None / Slight / Full. The default is Auto which currently disables
hinting.
The hinting was tested with a new FreeType version, but this is not what
is used on the buildbots an official release environment, and the fonts
look quite bad because of that. Once FreeType has been upgraded we can
change the default.
Even then the results are not ideal, perhaps due to missing subpixel
positioning and linear color blending support in BLF.
Without this, there was no simple way to have
launchers for different app-templates.
Also allows force-disabling the app-template stored in the preferences.
Very dummy mistake (someone forgot to increment one of the variables in
one of the loops in that spaghetti nightmare that is nurbs shapekey
code), took half an age to spot it... :/
Conversion code could leave object with inconsistent material data
compared to its new obdata.
Ideally, various conversion code would handle that properly, conserving
materials when possible, but for now at least ensure we get valid
result!
Related to T56363, this is not fixing the root of the bug, but ID
copying should always be a good occasion to ensure sanity of our data
(and error checking is always better than a crash!).
To get consistent, user-expected results here, we need to 'fake'
starting immediately after a 'skip' block (such that we start with a
full block of selected elements).
Same issue affected vertices and edges selection of course, did not
check the other usages of WM_operator_properties_checker_interval_test()
though.