Cleanup: spelling
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@ -582,7 +582,7 @@ ccl_device_forceinline void triangle_light_sample(KernelGlobals *kg,
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ccl_device int light_distribution_sample(KernelGlobals *kg, float *randu)
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ccl_device int light_distribution_sample(KernelGlobals *kg, float *randu)
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{
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{
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/* This is basically std::upper_bound as used by pbrt, to find a point light or
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/* This is basically std::upper_bound as used by PBRT, to find a point light or
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* triangle to emit from, proportional to area. a good improvement would be to
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* triangle to emit from, proportional to area. a good improvement would be to
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* also sample proportional to power, though it's not so well defined with
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* also sample proportional to power, though it's not so well defined with
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* arbitrary shaders. */
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* arbitrary shaders. */
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@ -31,7 +31,7 @@ ccl_device float3 background_map_sample(KernelGlobals *kg, float randu, float ra
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int res_y = kernel_data.background.map_res_y;
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int res_y = kernel_data.background.map_res_y;
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int cdf_width = res_x + 1;
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int cdf_width = res_x + 1;
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/* this is basically std::lower_bound as used by pbrt */
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/* This is basically std::lower_bound as used by PBRT. */
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int first = 0;
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int first = 0;
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int count = res_y;
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int count = res_y;
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@ -58,7 +58,7 @@ ccl_device float3 background_map_sample(KernelGlobals *kg, float randu, float ra
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float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv);
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float dv = inverse_lerp(cdf_v.y, cdf_next_v.y, randv);
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float v = (index_v + dv) / res_y;
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float v = (index_v + dv) / res_y;
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/* this is basically std::lower_bound as used by pbrt */
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/* This is basically std::lower_bound as used by PBRT. */
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first = 0;
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first = 0;
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count = res_x;
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count = res_x;
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while (count > 0) {
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while (count > 0) {
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@ -171,7 +171,7 @@ void Object::compute_bounds(bool motion_blur)
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bounds = BoundBox::empty;
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bounds = BoundBox::empty;
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/* todo: this is really terrible. according to pbrt there is a better
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/* TODO: this is really terrible. according to PBRT there is a better
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* way to find this iteratively, but did not find implementation yet
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* way to find this iteratively, but did not find implementation yet
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* or try to implement myself */
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* or try to implement myself */
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for (float t = 0.0f; t < 1.0f; t += (1.0f / 128.0f)) {
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for (float t = 0.0f; t < 1.0f; t += (1.0f / 128.0f)) {
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@ -239,7 +239,7 @@ void MEM_use_lockfree_allocator(void);
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*
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*
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* Use for debug purposes. This allocator contains lock section around every allocator call, which
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* Use for debug purposes. This allocator contains lock section around every allocator call, which
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* makes it slow. What is gained with this is the ability to have list of allocated blocks (in an
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* makes it slow. What is gained with this is the ability to have list of allocated blocks (in an
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* addition to the trackign of number of allocations and amount of allocated bytes).
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* addition to the tracking of number of allocations and amount of allocated bytes).
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*
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*
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* NOTE: The switch between allocator types can only happen before any allocation did happen. */
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* NOTE: The switch between allocator types can only happen before any allocation did happen. */
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void MEM_use_guarded_allocator(void);
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void MEM_use_guarded_allocator(void);
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@ -249,7 +249,7 @@ void MEM_use_guarded_allocator(void);
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#endif /* __cplusplus */
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#endif /* __cplusplus */
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#ifdef __cplusplus
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#ifdef __cplusplus
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/* alloc funcs for C++ only */
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/* Allocation functions (for C++ only). */
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# define MEM_CXX_CLASS_ALLOC_FUNCS(_id) \
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# define MEM_CXX_CLASS_ALLOC_FUNCS(_id) \
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public: \
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public: \
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void *operator new(size_t num_bytes) \
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void *operator new(size_t num_bytes) \
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@ -99,7 +99,7 @@ void aligned_free(void *ptr)
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/* Perform assert checks on allocator type change.
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/* Perform assert checks on allocator type change.
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*
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*
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* Helps catching issues (in debug build) caused by an unintended allocator type change when there
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* Helps catching issues (in debug build) caused by an unintended allocator type change when there
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* are allocation happenned. */
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* are allocation happened. */
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static void assert_for_allocator_change(void)
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static void assert_for_allocator_change(void)
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{
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{
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/* NOTE: Assume that there is no "sticky" internal state which would make switching allocator
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/* NOTE: Assume that there is no "sticky" internal state which would make switching allocator
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@ -777,7 +777,7 @@ static void poly_edge_loop_islands_calc(const MEdge *medge,
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if (UNLIKELY(gid_bit > 31)) {
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if (UNLIKELY(gid_bit > 31)) {
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/* All bits used in contiguous smooth groups, we can't do much!
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/* All bits used in contiguous smooth groups, we can't do much!
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* Note: this is *very* unlikely - theoretically, four groups are enough,
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* Note: this is *very* unlikely - theoretically, four groups are enough,
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* I don't think we can reach this goal with such a simple algo,
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* I don't think we can reach this goal with such a simple algorithm,
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* but I don't think either we'll never need all 32 groups!
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* but I don't think either we'll never need all 32 groups!
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*/
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*/
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printf(
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printf(
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@ -5537,7 +5537,7 @@ void vcloud_estimate_transform_v3(const int list_size,
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/* build 'projection' matrix */
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/* build 'projection' matrix */
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for (a = 0; a < list_size; a++) {
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for (a = 0; a < list_size; a++) {
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sub_v3_v3v3(va, rpos[a], accu_rcom);
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sub_v3_v3v3(va, rpos[a], accu_rcom);
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/* mul_v3_fl(va, bp->mass); mass needs renormalzation here ?? */
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/* mul_v3_fl(va, bp->mass); mass needs re-normalization here ?? */
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sub_v3_v3v3(vb, pos[a], accu_com);
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sub_v3_v3v3(vb, pos[a], accu_com);
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/* mul_v3_fl(va, rp->mass); */
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/* mul_v3_fl(va, rp->mass); */
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m[0][0] += va[0] * vb[0];
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m[0][0] += va[0] * vb[0];
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@ -5571,11 +5571,11 @@ void vcloud_estimate_transform_v3(const int list_size,
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stunt[0] = q[0][0];
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stunt[0] = q[0][0];
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stunt[1] = q[1][1];
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stunt[1] = q[1][1];
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stunt[2] = q[2][2];
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stunt[2] = q[2][2];
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/* renormalizing for numeric stability */
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/* Re-normalizing for numeric stability. */
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mul_m3_fl(q, 1.0f / len_v3(stunt));
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mul_m3_fl(q, 1.0f / len_v3(stunt));
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/* this is pretty much Polardecompose 'inline' the algo based on Higham's thesis */
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/* This is pretty much Polar-decompose 'inline' the algorithm based on Higham's thesis
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/* without the far case ... but seems to work here pretty neat */
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* without the far case ... but seems to work here pretty neat. */
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odet = 0.0f;
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odet = 0.0f;
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ndet = determinant_m3_array(q);
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ndet = determinant_m3_array(q);
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while ((odet - ndet) * (odet - ndet) > eps && i < imax) {
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while ((odet - ndet) * (odet - ndet) > eps && i < imax) {
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@ -397,7 +397,7 @@ static void cuboid_do(CastModifierData *cmd,
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facm = 1.0f - fac;
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facm = 1.0f - fac;
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}
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}
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/* The algo used to project the vertices to their
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/* The algorithm used to project the vertices to their
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* bounding box (bb) is pretty simple:
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* bounding box (bb) is pretty simple:
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* for each vertex v:
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* for each vertex v:
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* 1) find in which octant v is in;
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* 1) find in which octant v is in;
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@ -40,7 +40,7 @@ static void node_composit_init_color_spill(bNodeTree *UNUSED(ntree), bNode *node
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NodeColorspill *ncs = MEM_callocN(sizeof(NodeColorspill), "node colorspill");
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NodeColorspill *ncs = MEM_callocN(sizeof(NodeColorspill), "node colorspill");
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node->storage = ncs;
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node->storage = ncs;
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node->custom1 = 2; /* green channel */
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node->custom1 = 2; /* green channel */
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node->custom2 = 0; /* simple limit algo*/
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node->custom2 = 0; /* simple limit algorithm */
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ncs->limchan = 0; /* limit by red */
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ncs->limchan = 0; /* limit by red */
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ncs->limscale = 1.0f; /* limit scaling factor */
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ncs->limscale = 1.0f; /* limit scaling factor */
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ncs->unspill = 0; /* do not use unspill */
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ncs->unspill = 0; /* do not use unspill */
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@ -278,7 +278,7 @@ static void seq_split_set_left_offset(Sequence *seq, int timeline_frame)
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* \param seq: Sequence to be split
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* \param seq: Sequence to be split
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* \param timeline_frame: frame at which seq is split.
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* \param timeline_frame: frame at which seq is split.
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* \param method: affects type of offset to be applied to resize Sequence
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* \param method: affects type of offset to be applied to resize Sequence
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* \return poitner to created Sequence. This is always Sequence on right side.
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* \return The newly created sequence strip. This is always Sequence on right side.
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*/
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*/
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Sequence *SEQ_edit_strip_split(Main *bmain,
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Sequence *SEQ_edit_strip_split(Main *bmain,
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Scene *scene,
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Scene *scene,
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@ -140,8 +140,10 @@ bool BKE_sequence_base_isolated_sel_check(ListBase *seqbase)
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return true;
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return true;
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}
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}
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/* use to impose limits when dragging/extending - so impossible situations don't happen
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/**
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* Cant use the SEQ_LEFTSEL and SEQ_LEFTSEL directly because the strip may be in a metastrip */
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* Use to impose limits when dragging/extending - so impossible situations don't happen.
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* Cant use the #SEQ_LEFTSEL and #SEQ_LEFTSEL directly because the strip may be in a meta-strip.
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*/
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void BKE_sequence_tx_handle_xlimits(Sequence *seq, int leftflag, int rightflag)
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void BKE_sequence_tx_handle_xlimits(Sequence *seq, int leftflag, int rightflag)
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{
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{
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if (leftflag) {
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if (leftflag) {
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@ -214,7 +216,7 @@ bool BKE_sequence_tx_test(Sequence *seq)
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/**
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/**
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* Return \a true if given \a seq needs a complete cleanup of its cache when it is transformed.
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* Return \a true if given \a seq needs a complete cleanup of its cache when it is transformed.
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*
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*
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* Some (effect) strip types need a complete recache of themselves when they are transformed,
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* Some (effect) strip types need a complete re-cache of themselves when they are transformed,
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* because they do not 'contain' anything and do not have any explicit relations to other strips.
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* because they do not 'contain' anything and do not have any explicit relations to other strips.
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*/
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*/
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bool BKE_sequence_tx_fullupdate_test(Sequence *seq)
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bool BKE_sequence_tx_fullupdate_test(Sequence *seq)
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