This reverts commit 7b0c327b94.
The problem with this commit is that the "move to layer" functionality by hitting M,1 f.e. didn't work anymore...
Campbell, would be great if you could look into this again, as I'm not experienced in this specific region..
Avoid data type re-declaration, it's not really working on current FreeBSD's 9
system and CLang-3.0 from OSX.
This is not a good idea to do such sort of copy-paste anyway.
If someone knows better way of dealing with this please go ahead and correct
the code :)
they are supported
aka, remove multiview properties from the texture panel, the textures
node (image), and any other parts.
The multiview options are now to be explicitly set in the image template
in order to have them available in the respective panel
some 3d methods change the window arrangment, thus they shouldn't
toggle on/off just because there is no 3d elements being drawn
The optimized solution would be to draw only the left eye in those
cases, but there is some issue going on with that, so this commit will
do for now.
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.
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 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.