Other encoders do not seem to have this restriction, and multiple video players
can play the files fine.
This also removes the same restriction for reading files, which actually caused
errors on some files with odd width/height.
* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass).
This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
- performance of outliner was low because of unoptimal data structures.
- now it uses BLI_mempool instead of custom mempool and GHash to make searches for duplicates faster.
- also fix undesired behaviour of BLI_mempool_as_arrayN
thanks to Campbell Barton and Lukas Tönne for helping me get a better fix put together.
It greatly helps getting rid of that "noise" that occurs if you use really steep objects (like cubes) as a brush. New default value is 1.0 which is just high enough to only get rid of the sharpest spikes, so if you want really smooth waves it's better use higher values.
This also seems to "fix" bug [#35413].
* Change overlay alphas to 33 if not initialized. This should have been
done for 2.67 but better do it now to avoid frustration with overly
transparent overlays. For users that have set this low manually this
will reset the setting to 33 but I think it's less irritating than users
who unwillingly had the setting to 1 and saw nothing when activating the
overlay.
* Allow overlay alpha to be zero as well
* Reset old, now obsolete BRUSH_FIXED flag for brushes that still use
this. I am doing this here to avoid patching hell when the paint brush
is merged, since it's not possible to know the merged version
beforehand, and this flag will be used.
- IsectLLPt2Df
- isect_point_quad_uv_v2
- isect_point_face_uv_v2
These are obsoleted by resolve_tri_uv, resolve_quad_uv
also add attributes for unused function results for some math functions.
the space stroke would be repeated on unneeded subpixel precision. Since
this is not really useful, enforce spacing to be at least one pixel.
This makes small brushes quite more responsive.
Couple of RNA callbacks would imply scene update routines
to trigger. This works fine for until some objects does have
drivers.
If some object does have driver, it'll try to lock GIL
when evaluating this driver, and GIL is already locked by
a python API, which causes deadlock.
For now made it so RNA callbacks doesn't do threaded update.
This is not so much nice, especially since Cycles might
use the same API for motion blur, but for now don't see
better way to solve the deadlock.