We now have to support more complex copying types, which are controlled
by flags, so all copying logic will need to take those at some point (at
least, all potentially dealing with IDs).
_copy_data() functions shall not do that at all anymore. Kept as option
for now even though that helper is only called from here...
Also moar varnames renaming to standard _src/_dst sufixes.
We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
This can happen with Alembic files exported from Maya. I'm unsure as to the
root cause, but at least this fixes the crash itself.
Thanks to @looch for reporting this with a test file. The test file has to
remain confidential, though, so it's on my workstation only.
Was complicating general use case, also support for transforming with matrix_space set.
Add matrix_space support for manipulator_window_project_2d too.
This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
The only reason shutter time was marked as non-animatable is because Blender
Internal render does not support such animation. But this is something what
users are keeping asking for and now Blender Internal is on it's way out.
Enabled animation of this property, but noted in tooltip that Blender Internal
does not support animation of this property.
Bug in new ID copying code, thanks once again to stupid nodetrees, we
ended up wrongly remapping MA node->id pointers to NodeTree when copying
materials using node trees...
Enabled cache for frame accessor and tweaked policy so we guarantee keyframed
images to be always in the cache. The logic might fail in some real corner case
(for example, when doing multiple tracks at once on a system where we can not
fit 2 clip frames in cache) but things are much better now for regular use.
This fix a bug when occluder are on the edge of the screen and occludes more than they should.
Grouped the texture fetches together and clamp the ray at the border of the screen.
Also add a few util functions.
This should fixes the error message that a stall occured because of busy mipmap.
This happened on the minmax buffer generation and introduced a random 0.2ms latency.
I'm not sure of what was happening though.
Creating ngons with multiple axis aligned shapes in the middle of a
single face would fail in some cases.
This exposed multiple problems in BM_face_split_edgenet_connect_islands
- Islands needed to be sorted on Y axis when X was aligned.
- Checking edge intersections needed increased endpoint bias.
- BVH epsilon needed to be increased.