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.
Adds support for selecting/deselecting files in File Browser using the
arrow keys. All directions (up, down, left, right) are possible.
When to Select, When to Deselect?
Standard behaviour is selecting, however if we move into a block of
already selected files (meaning 2+ files are selected) we start
deselecting
Possible Selection Methods
Simple selection (arrow-key): All other files are deselected
Expand selection (Shift+arrow key): Add to/remove from existing
selection
ill-Expand selection (Ctrl+Shift+arrow key): Add to/remove from existing
selection and fill everything in-between
From which file do we start navigating?
From each available selection method (Mouse-, Walk-, All-, Border
Select), we use the last selected file. If there's no selection at all
we use the first (down/right arrow) or last (up/left arrow) file.
(Ideally, the view would automatically be set to the new selection, but
this behaviour overlaps with an other patch I've been working on, so
prefer to do that separately)
(Also tweaks color for highlighted file for better feedback)
D1297, Review done by @campbellbarton, thx a lot :)
This simplification is safe, as the call to volume_phase_eval() is guarded behind a CLOSURE_IS_PHASE check, which is equal to
CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID. I don't think we will add more phase functions anytime soon, if at all.
This way it is now possible to select which exact debug pass is to be used
by the render engine. Accessible from the Passes panel.
Currently it could only be one debug pass, in the future we can make menus
and image users smarter and support multiple passes of the same type.
Quite straightforward implementation, but still needs some work for the split
kernel. Includes both regular and split kernel implementation for that.
The pass is not exposed to the interface yet because it's currently not really
easy to have same pass listed in the menu multiple times.
The issue was caused by memory optimization marking particle system to recalc,
and because of the way how particle flags works it was possible that it'll
cause particle's re-distribution. Now this memory optimization will act the
same as loading the file.
This commit appears to be safe according to our render farm and is safe to
be included into final release.