In fact, it was not working with BI either - 'UV from dupli' would always take active UVLayer,
not render_active one.
Fixed now for both Cycles and BI, and for both particles and 'simple' dupli_face.
Code 'localizing' the node of an ID (a material, here) was kind of a joke,
setting id.lib to NULL is not enough, by far! Now calling ntreeMakeLocal().
And ntreeMakeLocal was also missing indirect->extern switch for its directly used IDs,
which explains why they were lost after a save/reload.
Note that here again, a big part of this 'localizing' code should be made generic
using library_query stuff, but this is for id-remap, not current master...
This change is for a few reasons:
- it works with color, and (therefore) will need to be color managed, at
some point. This will be much easier to do if the code is closer to the
actual color management code (in Blender's core, so to speak).
- it has nothing to do with the actual fire simulation, as it is just
used to create a lookup table
- it can be reused for other purposes (i.e. in Blender internal
renderer, if people are interrested in a blackbody node à la Cycles)
- cleanup: some functions (`contrain_rgb`, `xyz_to_rgb`) already exist
in BLI
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1719
As in the title. In the smoke version, there was also an extra
'for_render' parameter that wasn't used, and wasn't used by the callers
either, so it was removed altogether.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1718
Also added a DEBUG_TIME macro in the related files to comment time funcs out.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1717
- Fixed a bug that the sound when changed in the properties panel was not updated.
- Added the option to make a sound mono while adding a sound strip.
- Added the option to make a sound mono in the sequencer properties panel.
Related bug report: T47140
There were 2 issues:
- toolbars were set initialized in user-defaults
so their scroll & zoom level were set.
- initializing new 2d views included the scroll width,
which scaled the new views zoom level, especially when dragging out.
In response to feedback from plasmasolutions that having this option "always on"
caused some examples of more destructive errors, this commit introduces an attempt
at seeking a better balance between doing what people expect when casually importing
clips, and not clobbering existing timelines.
Specifically:
1) When there's nothing in the scene, the option will default to being enabled.
This accounts for users doing this for the first time with no strips
2) When there are already sequence strips, the option will default to being disabled.
In this case, changing the framerate could be dangerous. Hopefully this new check
is sufficient.
3) There's always still the option for users to control what exactly happens. However,
there have been reports that this cannot always be seen/set?
Issue is with rounding up of length reported by audaspace for audio part - when it matches nearly exactly
the actual video length, using ceil() would make it one frame longer. Now apply a small (0.0001 frame)
negative offset to prevent this effect.
When importing new movie strips into the sequencer, the scene's frame rate
will now be adjusted to match that of the movie being loaded by default.
To get the old behaviour (e.g. if importing a clip into an existing project),
disable the "Use Movie Framerate" option in the file browser when selecting
the strip.
This change is designed to solve the common problem that users trying to import
video clips will forget to adjust the frame rate before importing the clip, thus
causing the sound and video strips to be out of sync (as the sound strip ends
up longer/shorter than the video stream).
If anyone finds OS X UI drawing glitches with different graphics cards please
report them and I'll add an exception specifically for Intel, but in theory this
should work fine for all graphics cards.
Everything I've tested works fine without these hacks. Variety of Mac, Linux, Windows, Intel, nVidia, AMD.
If these workarounds are for old unsupported systems let's clean house.
Reviewers: #opengl_gfx
Differential Revision: https://developer.blender.org/D1707
This uses selection history to select the next vert/edge/face based on surrounding topology.
Select previous just removes the last selected element.
Uses key-bindings: Ctrl-Shift +/-
This isn't really ideal fix, but currently i can't tell how proxies should work
with the new dependency graph. This backward links are crazy, non-threadsafe
and mindblowing. Need to do some smarter/easier system.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.
This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.
Reviewed by Sergey and Brecht, thanks for some hlp with this.
I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
This mainly adds bpy.data.user_map() method, which goes over the whole Main database
to build a mapping (dict) {ID: {users_of_that_ID}}.
Very handy to check and debug ID usages, but could also be really valuable for py addons
creating temporary scenes, or some exporters, etc.
Note: current code in master's libquery misses some IDs (and reports some it should not,
like nodetrees), this is fixed in id-remap but still needs serious review before going to master.
This basically means that current bpy.data.user_map() **will not** report a complete and exhaustive
state of dependencies between IDs. Should work OK in most cases though.
Original work/idea comes from id-remap branch, was heavily reworked by @campbellbarton
and myself for master.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D1678
The issue was caused by wrong scaling applied on top of the image sampling.
It seems there's no reason to apply alpha clipping when using EWA filtering,
this filtering currently works in the way that it apples all needed clipping
and scaling to a clipped kernel already.
Note that this has little impact on current master - yet it allows to fix the 'Image Editor' bug
(open image in editor, use same image in texture, delete image from texture, image us is 0 and
red in image editor...) and probably a few other similar cases.
But that change is mandatory to get a proper handling of ID deletion/reamapping/reloading/etc. as done in id-remap branch.
Instead of just adding a user if none already present, new code use two new ID tags to get a three-states status:
- Normal: nothing changes.
- Needs extra user: we know that ID needs an extra user, so we take of never going down to 0 in 'real' usercount handling.
- Has extra user: we do have increased that ID usercount to get our needed extrauser.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1696