Decouple color picker hsv data from the whole block. Basically, each
color picker now takes care of creating its own color picker role. For
this bug report it can be seen that probably HSV is not the best space
for gamma/lift/gain workflow because it is bounded at 1.0 but this is a
separate issue.
Looks like material node trees are stored directly in the material. The
reason I thought this was fixed was because my test file didn't connect
the lamp data node in the rest of the tree.
Thanks to Campbell for catching this :)
To ensure there's space for more than a few characters in the rename text fields of the File Browser, we now use a width relative to the column width (for all display modes).
Includes some edits from @campbellbarton - thanks for this!
in practice often we want to breakpoint here (instead of flooding output)
but its confusing the option does nothing in release builds.
Devs can comment out locally.
* The `NODE_OT_parent_clear` operator has been removed. This was a very
simplistic operator that detached every selected node, which is not very
useful in case of hierarchical frames. The `NODE_OT_detach` operator
only detaches the top parent nodes in the selection, keeping the
hierarchy of selected nodes intact.
* The `ALT+P` shortcut has been reassigned to the `NODE_OT_detach`
operator which replaces the previous `NODE_OT_clear` mapping with
similar behavior (also gives a menu entry shortcut now).
* Shortcuts for `NODE_OT_detach_translate_attach` have been removed, due
to crowded and messy keymap and unintuitive shortcut `ALT+F`. This macro
operator is still registered, in case hardcore users want to make their
own keymaps, but not mapped by default. Node keymaps may need some
redesign in the future for these things.
Quite striaghtforward implementation, with the only weird thing that for some reason
my video driver wasn't happy with calling the function "clamp" giving some weirdo
shader compilation error messages.
Called the GPU function clamp_val which can handle float and vec3.
It now supports different scheduling schemas: dynamic and static.
Static one is the default and it splits work into equal number of
range iterations.
Dynamic one allocates chunks of 32 iterations which then being
dynamically send to a thread which is currently idling.
This gives slightly better performance. Still some tricks are
possible to have. For example we can use some smarter static scheduling
when one thread might steal tasks from another threads when it runs
out of work to be done.
Also removed unneeded spin lock in the mesh deform evaluation,
on the first glance it seemed to be a reduction involved here but
int fact threads are just adding value to the original vertex
coordinates. No write access to the same element of vertexCos
happens from separate threads.
In cases when the subsurf modifier is the last in the stack and there
are only deformation modifiers before it we can skip doing full orig
vertex lookup.
This is rather common situation here in animatic.
Add simple uvs now does a cube unwrap and pack operation. Result is not
optimal by far but it should not result in crashes and it will be quite
usable for simple cases.