This is probably versioning issue happened when both trunk and tomato
were mixed to work on the same file.
Anyway, there're few files here locally and it's probably other users
do have the same files, so lets keep things safe here :)
Currently the only way is to invalidate the whole cache, for something
smarter we'll need a dependency graph which would be able to deal with
relations between clip and strip.
FLT_EPSILON was too small to use when checking if the edge collapse result is an error.
add invert_m3_m3_ex(), invert_m3_ex() functiosn which take an epsilon to check the determinant, saves calculating it twice per edge collapse.
- remove double promotions
- use UI_DPI_ICON_FAC macro rather then dpi/72
- add assert to prevent creating jobs with WM_JOB_TYPE_ANY, which should only be used for finding jobs.
for now subtype is not defined, but once we start parsing the metadata we can set texture inputs as FILEPATH
also, it takes relative strings and convert to absolute for all strings (which is arguably a good solution, but
should work for now)
[#33080] Backup icons - further integration
Contributed by Georg Kronthaler, many thanks!
* enables display of correct file icon on splash screen and in Open Recent menu
* exposes filter_backup in the python api
* enables setting BLENDERFILE_BACKUP as active filter in file browser from wm_operators.c (and from .blend in case this setting will be saved in the future)
* adds a comment to slightly misleading function name file_is_blend_backup()
* Updates icon for backup files to be more consistent with icon for .blend files
Case: multiple scenes, linked objects on different layers.
By definition, a layer is a local scene property - not of object.
On setting scenes, this then gets copied over to objects.
Error was a 2.5 year old commit to allow object layer animation,
which is due to depsgraph issues badly supported anyway.
(animate visibility outliner flags instead)
Fluid sim would stop or crash with node editor.
Bug was a real bad one - the code for giving out WM jobs was messed up for long.
It was giving a running fluid job to the compositer even... tsk!
I will go over jobs code carefully next days to see if it all behaves. Now it
allows per owner multiple jobs, provided it has different job_type set.
Also fixed: preview renders (material) were deadslow once a while - caused
by icon render setting miniature tile render sizes. Now it's fast again,
but there are still 3 icon jobs running per UI change... need to check what.
This feature has been working in OSX for long - to see mouse-overs on buttons
from inactive windows (and tooltips) and allow a button to be active for
input right away.
Will need check by linuxers if this works satisfying. Also Windows now might
support this feature.
Code drawing paint cursors in regions didn't check for zero-sized regions well.
Causing error prints: wmSubWindowScissorSet 0: doesn't exist
Harmless, but nicer to handle it correct :)
KKEY
Previously this would happen silently, so users may not have noticed that these
had been added. Let's see how this goes before seeing if a hotkey change is
needed to prevent even more errors.
This now works for absolute Keying Sets (Builtin Keying Sets are highly context
dependent, and usually cannot be renamed, so this shouldn't be a problem there)
A test variable needed to be absoluted (positive).
Gives expected resuts on negative raiser values.
(next; digging in opencl :)
(In old compo code too, not effective).
Shader nodes (Blender Internal), Math node Power() didn't accept negative
values for input. Added same code as for compositor case - only allow to
raise with integer values for negatives.
this was really a feature request!, previously the first cage vertex was used no matter what, but no the code checks to use the closest vertex to the original.
Use IMB_testiffname to check whether file could be handled by ImBuf or
whether it should be handled by anim routines.
It solves the issue when file without extension is used for movie clip.
Set T_ALT_TRANSFORM flag event handling function rather than accessing
window manager form flushing sequencer transform data.
Visual feedback about what exactly will happen on placing strip between
two other strips could be also improved.
Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
This commit adds memory usage information while rendering.
It reports memory used by device, meaning:
- For CPU it'll report real memory consumption
- For GPU rendering it'll report GPU memory consumption, but it'll
also mean the same memory is used from host side.
This information displays information about memory requested by Cycles,
not memory really allocated on a device. Real memory usage might be
higher because of memory fragmentation or optimistic memory allocator.
There's really nothing we can do against this.
Also in contrast with blender internal's render cycles memory usage
does not include memory used by scene, only memory needed by cycles
itself will be displayed. So don't freak out if memory usage reported
by cycles would be much lower than blender internal's.
This commit also adds RenderEngine.update_memory_stats callback which
is used to tell memory consumption from external engine to blender.
This information is used to generate information line after rendering
is finished.