Seems the issue was caused by render layer node overwritng active scene
when render button is clicked. It lead t situations when job was adding
with owner of rendering scene, but modal callback was checking for render
jobs existing for current active scene. There was no such jobs so operator
used to finish at this point and free report list used by render pipeline.
Solved by storing operator owner in operator's custom data. Probably
there's nicer way to do fix this issue but currently can't think of it.
--debug
--debug-ffmpeg
--debug-python
--debug-events
--debug-wm
This makes debug output easier to read - event debug prints would flood output too much before.
For convenience:
--debug-all turns all debug flags on (works as --debug did before).
also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
For premultiplied alpha images, this makes any color space conversion for the image
or render output work on color without alpha multiplied in.
This is typically useful to avoid fringing when the image was or will be composited
over a light background. If the image will be composited over a black background on
the other hand, leaving this option off will give correct results.
In an ideal world, there should never be any color space conversion on images with
alpha, since it's undefined what to do then, but in practice it's useful to have
this option.
Patch by Troy Sobotka, with changes by me.
byte => float, float => float, byte => byte conversions with profile, dither
and predivide. Previously code for this was spread out too much.
There should be no functional changes, this is so the predivide/table/dither
patches can work correctly.
Show overall progress when doing sequence rendering. Nice for cases when
you're using sequencer to combine video strips only, without rendering
scenes and so. If scene strips are used in sequencer, per-frame rendering
would be used (because of scene rendering sets per-frame progress).
This prevents access to non-existent typeinfo during type initialization,
when node types have been removed and such nodes are deleted from older files.
All blenkernel functions now only set the node->update flag instead of directly
calling the update function. All operators, etc. calling blenkernel functions
to modify nodes should make a ntreeUpdate call afterward (they already did that
anyway).
Editor/RNA/renderer/etc. high-level functions still can do immediate updates by
using nodeUpdate and nodeUpdateID (replacing NodeTagChanged/NodeTagIDChanged
respectively). These old functions were previously used only for setting
compositor node needexec flags and clearing cached data, but have become generic
update functions that require type-specific functionality (i.e. a valid typeinfo
struct).
Full Sample AA (FSA) was failing in cases. Bug report was an empty
scene (with compo nodes) linking in another .blend scene (with render).
That case gave warning "FSA not supported with rendering". That now is
allowed.
Then I noticed FSA was giving corrupt sample buffers or crashes in cases,
especially on first buffer, this appeared to be a missing compo tag on
first sample buffer.
Lastly, to make FSA render a tiny bit less frustrating: added render window
statistic to show which of the FSA steps is being done.
- the frame from the current scene wasn't used - whereas with rendering it is, set the current frame as is done when node rendering.
- camera switching also failed, added a call to it.
was not recursively restoring sound strips on paste.
also found many duplicate functions were defining the transform mode as in int but getting as an enum, use enum for both now.
The purpose was to set a wait-cursor draw on 3d windows. I tried for
but it keeps failing... inside threads you can't do UI stuff. Needs
further thinking, probably something via jobs system.
When rendering, during processing scene data, drawing in 3d window
is now locked. Can get extended to more areas in UI easily.
At least this solves all crashes with conflicting memory access in
render && 3d drawing. Deleting objects via operators or delete
modifiers isn't locked yet.
Also fixed: crash on quitting a renderwindow when it was rendering.
Having 2 or more windows open, a render in another window made the
other (active) window fail badly on F11 key (show render).
Now things should go smoothly. If a render is being shown in
inactive windows, they get popped to the front nicely.