Case: multiple scenes, linked objects on different layers.
By definition, a layer is a local scene property - not of object.
On setting scenes, this then gets copied over to objects.
Error was a 2.5 year old commit to allow object layer animation,
which is due to depsgraph issues badly supported anyway.
(animate visibility outliner flags instead)
Fluid sim would stop or crash with node editor.
Bug was a real bad one - the code for giving out WM jobs was messed up for long.
It was giving a running fluid job to the compositer even... tsk!
I will go over jobs code carefully next days to see if it all behaves. Now it
allows per owner multiple jobs, provided it has different job_type set.
Also fixed: preview renders (material) were deadslow once a while - caused
by icon render setting miniature tile render sizes. Now it's fast again,
but there are still 3 icon jobs running per UI change... need to check what.
This feature has been working in OSX for long - to see mouse-overs on buttons
from inactive windows (and tooltips) and allow a button to be active for
input right away.
Will need check by linuxers if this works satisfying. Also Windows now might
support this feature.
Code drawing paint cursors in regions didn't check for zero-sized regions well.
Causing error prints: wmSubWindowScissorSet 0: doesn't exist
Harmless, but nicer to handle it correct :)
KKEY
Previously this would happen silently, so users may not have noticed that these
had been added. Let's see how this goes before seeing if a hotkey change is
needed to prevent even more errors.
This now works for absolute Keying Sets (Builtin Keying Sets are highly context
dependent, and usually cannot be renamed, so this shouldn't be a problem there)
A test variable needed to be absoluted (positive).
Gives expected resuts on negative raiser values.
(next; digging in opencl :)
(In old compo code too, not effective).
Shader nodes (Blender Internal), Math node Power() didn't accept negative
values for input. Added same code as for compositor case - only allow to
raise with integer values for negatives.
That was more like workaround which solved particular issue with freestyle
rendering, but introduced some more uncontrollable issues, main of which is
recursive fracture would likely suffer from non-manifolds results of previous
step.
Boolean operation is not the only way to generate zero-area face, it could
also happen with character animation and it's indeed better be solved from
freestule side.
This should fix: #33041 Boolean difference sometimes produces meshes with holes
The issue was caused by passing start iterator larger than end iterator
to std::copy in triangulation module. It'll do nothing on linux but will
throw an exception on windows. Now behavior will be identical on both
platforms.
Proper solution would be to figure out why exactly this happened, but it's
easier to be forwarded to Tobias and we'll need to get rid of triangulation
anyway.
This should solve issues:
#30100: boolean intersect crashes blender
#33001: Crash on applying Boolean difference modifier
#33045: Boolean modifier crash with mirrored objects
this was really a feature request!, previously the first cage vertex was used no matter what, but no the code checks to use the closest vertex to the original.
Use IMB_testiffname to check whether file could be handled by ImBuf or
whether it should be handled by anim routines.
It solves the issue when file without extension is used for movie clip.
Set T_ALT_TRANSFORM flag event handling function rather than accessing
window manager form flushing sequencer transform data.
Visual feedback about what exactly will happen on placing strip between
two other strips could be also improved.
This script was used to initialize build environment currently used
for glibc-2.11 builds.
It's supposed to be used on debian-based distros.
Usage is described in the top comment of the script.
It is highly recommended to use this script in the virtual machine
to prevent possible conflicts with your own configuration.
TODO:
- Add OSL configuration
- Script requires manual copying of some scripts still (see comments
at the top of the script)
I would prefer this script be edited only in cases when it's really
needed, meaning i wouldn't be fan of changes like "just use latest
version of library XXX". It's not so safe to do such changes and it's
easy to upgrade libraries after environment was set up.