The alignment makes it so the button edges overlap, now one pixel is removed
to account for this.
Differential Revision: https://developer.blender.org/D4063
This enables ffmpeg to encode each frame in its own thread. However in most
cases Blender does not pass frames to ffmpeg fast enough to actually use the
more than two threads. In some tests the speed was measured to be about 20%.
If other parts of the video sequencer get optimized, this should improve.
Differential Revision: https://developer.blender.org/D4031
Applying the effect of bone parent is much more complicated than
simple matrix multiplication because of the various flags like
Inherit Scale. Thus it is reasonable to provide access to this
math from Python for complicated rest pose related manipulations.
The simple case of this is handled by Object.convert_space, so
the new method is only needed for complex tasks.
Differential Revision: https://developer.blender.org/D4053
There are some changes in API of OpenImageIO, but those are quite
simple to keep working with older and newer library versions.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4064
as opposed to the 'real' Dopesheet e.g. keyframes were not merged when
placed on the same frame
Reviewers: brecht, aligorith, angavrilov
Maniphest Tasks: T59005
Differential Revision: https://developer.blender.org/D4061
Also this display is optimized. It does not use blending and pixel discard.
Working with scanned data should be more pleasant with this.
A better option would be to use gl_FragDepth to have a better sense of
volume but this discards early depth test.
This makes it possible for engines to ask for batches and only fill their
data after all engine populate functions have run.
This means that, when creating the batches data we already know all the
batches that are needed for this redraw and the needed data.
This allows for less redundant data preparation and better attrib masking.
Ideally, we should run all viewports populate function before executing
the batch construction but this is not the scope of this patch.
Conversion from the old request method will be progressive and both can
coexist (see uses of mesh_create_pos_and_nor()).
This is a small change. We delay all gl calls at the first use of the
GPUIndexBuf / GPUVertBuf in order to be able to create multiple buffers
from different threads without having many gl contexts.
Basically, armature update is not supposed to be run in edit mode.
This worked in master and new dependency graph because nobody was
tagging armature for an update.
But with all those copy-on-write and other things we can't ensure
tag doesn't happen (and we shouldn't). So now we ensure unwanted
code is not run from the code itself.
P.S. Deeper reason of this goes to the optimization of not updating
pose channels when in edit mode. Since pose doesn't define anything
there we don't want to be bothered with a pose update after every
operation which changes it.