That one was:
* Resetting non-ID pointers (lib_link_xxx funcs should only affect ID
pointers, everything else shall be done in direct_link_xxx func).
* Even worse, always calling lib_link_animdata, even when
LIB_TAG_NEED_LINK tag was unset...
We do not need any special handling anymore for usercount of images used
by faces/polygons (tpage stuff), since we have the 'real_user' handling,
which will gracefully cope with all possible situations.
So better not keep that ugly confusing useless special case.
Mainly:
* Add missing `IDP_LibLinkProperty()` calls for many ID types
(harmless currently, but better be consistent here!).
* Bring lib_link_xxx functions more in line with each other.
* Replace some long if/else by switch.
Simplifies code quite a bit, making it shorter and easier to extend.
Currently no functional changes for users, but is required for the
upcoming work of shadow catcher support with OpenCL.
It uses an idea of accumulating all possible light reachable across the
light path (without taking shadow blocked into account) and accumulating
total shaded light across the path. Dividing second figure by first one
seems to be giving good estimate of the shadow.
In fact, to my knowledge, it's something really similar to what is
happening in the denoising branch, so we are aligned here which is good.
The workflow is following:
- Create an object which matches real-life object on which shadow is
to be catched.
- Create approximate similar material on that object.
This is needed to make indirect light properly affecting CG objects
in the scene.
- Mark object as Shadow Catcher in the Object properties.
Ideally, after doing that it will be possible to render the image and
simply alpha-over it on top of real footage.
Before, Cycles would first sync the shader exactly as shown in the UI, then determine and sync the used attributes and later optimize the shader.
Therefore, even completely unconnected nodes would cause unneccessary attributes to be synced.
The reason for this is to avoid frequent resyncs when editing shaders interactively, but it can still be avoided for noninteractive renders - which is what this commit does.
Reviewed by: sergey
Differential Revision: https://developer.blender.org/D2285
Moving to manual class registration means its easier to accidentally
miss registering classes.
Now detect missing class registration
and warn when running with `--debug-python`
For Windows 8.1 and X11 (Linux, BSD) now use the DPI specified by the operating
system, which previously only worked on macOS. For Windows this is handled per
monitor, for X11 this is based on Xft.dpi or xrandr --dpi. This should result
in appropriate font and button sizes by default in most cases.
The UI has been simplified to a single UI Scale factor relative to the automatic
DPI, instead of two DPI and Virtual Pixel Size settings. There is forward and
backwards compatibility for existing user preferences.
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D2539
This adds the ability to switch between different application-configurations
without interfering with Blender's normal operation.
This commit doesn't include any templates,
so its mostly to allow collaboration for the Blender 101 project
and other custom configurations.
Application templates can be installed & selected from the file menu.
Other details:
- The `bl_app_template_utils` module handles template activation
(similar to `addon_utils`).
- The `bl_app_override` module is a general module
to assist scripts overriding parts of Blender in reversible way.
See docs:
https://docs.blender.org/manual/en/dev/advanced/app_templates.html
See patch: D2565
Use fast-math friendly version of this function.
We should probably avoid unsafe fast math, but this is to be done with
real care with all the benchmarks properly done.
For now comitting much safer fix.
Ideally we need to find a way to remove such a static limit here, but it's not so
trivial to implement for texture nodes. Requires some bigger system redesign there.
Just raising limit for now, which is fine for modern systems.