Note: Moved doversion of VSE strips uniquename to 2.8 versionning area,
and raised accordingly current file subversion, since that bug also
affected previous 2.8 .blend files...
Conflicts:
source/blender/blenkernel/BKE_blender_version.h
We actually still had cases of Meta strip duplication resulting in
non-unique strip names. Quiet surprising this went unoticed for so long. :(
Fixed that bug, and think it was last one (at least, no other case of
SEQ_DUPE_UNIQUE_NAME usage should be broken, I think...), and raised
subversion and updated doversion to run uniquename check on strips on
all previous fileversions.
Note: will have to do that again when merging in 2.8...
- Use the object referenced in `BMEditMesh` as the `ghash` key to save the bvhtrees in cache;
- Create a boundbox around edit_mesh to test the snap before creating bvhtree;
- Save the `edit_mesh`s bvhtree in the mesh bvh_cache;
This is a part of the D3504.
The issue was caused by Render Single Layer option enabled, which is
very handy for artists work, so they can hit F12 and see view layer
they are currently working in a final rendered state. This saves a lot
of time since all the "non-interesting" objects are ignored for such
iterations.
However, for the render farm we need to render view layers which are
explicitly set for render, and ignore active view layer.
Reasonable solution seems to be to ignore the Render Single Layer
option when rendering from the command line. It is really something
more like UI behavior option.
Hopefully this will fix issue with camera rig where camera properties
(like, near/far clip) are driven by custom properties from bones, and
those bones are actually belong to proxied armature.
Add new tag to bSound (runtime flags), and make read code to set a 'no
reload waveform' new tag, since it uses a mapping to get existing
waveform in undo case...
Previously it was calling `BKE_pose_rebuild()`, such thing shall never
be called from drawing code! Hopefully this now works as expected and
that horrible hack is not needed anymore.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.
This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).
We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
Damped Track by specification attempts to arrive at the desired
direction via the shortest rotation. However with opposite vectors
there are infinitely many valid 180 degree rotations. Currently
it gives up and does nothing.
I think that it would be more reasonable to resolve the ambiguity
arbitrarily, so that Damped Track won't have a weird dead zone.
To make it more predictable I use a local axis.
In addition, the singularity area vicinity has some floating
point precision problems that result in significant jitter.
This applies workarounds for two causes of instability.
Differential Revision: https://developer.blender.org/D3530
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.
You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
When editing a Material the depsgraph can throw away the evaluated ID
before the preview job localized the said ID.
To fix this we localize the ID from the main thread.
Also fix WM_OT_previews_ensure crashing because of no depsgraph.
The idea is to use this as a replacement of old CCG, now it is
based on OpenSubdiv. The goal is to reduce any possible overhead
which was happening with OpenSubdiv used by CCG.
Currently implemented/supported:
- Creation from mesh, including topology on OpenSubdiv side,
its refinement.
- Evaluation of limit point, first order derivatives, normal,
and face-varying data for individual coarse position.
- Evaluation of whole patches.
Currently not optimized, uses evaluation of individual coarse
positions.
- Creation of Mesh from subdiv, with all geometry being real:
all mvert, medge, mloop, and mpoly.
This includes custom data interpolation, but all faces currently
are getting separated (they are converted to ptex patches, which
we need to weld back together).
Still need to support lighter weights grids and such, but this
is already a required part to have subsurf working in the middle
of modifier stack.
Annoying part is ifdef all over the place, to keep it compilable
when OpenSubdiv is disabled. More cleaner approach would be to
have stub API for OpenSubdiv, so everything gets ifdef-ed in a
much fewer places.