deletion of baked caches.
This happens when objects use file names with matching prefixes:
"CubeX" -> not baked
"CubeXYZ" -> baked
The first objects cache should be discarded up to the current frame on
file load, but the second should be left intact. But because the cache
file names for both use the same prefix as well (based on hex name
representation) they both match the "CubeX" name and get discarded.
Adding the underscore terminator solves this issue, because it is never
part of the hex file name string.
WARNING: this solution does not work with custom names for point caches.
This feature is pretty much broken, users have to ensure their names
are unique themselves. Due to the possibility of underscores in names
and the ambiguity of point cache suffixes there is no reliable way to
encode filenames in that case.
This is UV barycentric interpolation failing for triangles where vertices are
colinear in screen space. To fix this, we detect this early on so we do the
interpolation on edges instead of triangles.
Such triangles will never be painted on unless we have occlusion and culling
off (since, arguably they are self occluded and almost back-facing).
The code still does not fill the whole area but this can be checked separately.
It should now fill the whole mesh with color even if parts of it are
outside the screen - still need to be in fron of the camera though.
Thanks @Campbell for the trick :)
It did not fully support cases when setting border from a cropped render result
and it's not totally clear how it should behave. So for now just do nothing and
inform users about this.
This is yet another issue with framebuffers. There are two issues: We
need the framebuffer fully bound to check for completeness and when we
bind a depth texture as frame buffer we need to disable read/write.
These nodes were assuming sRGB input/output which is for sure wrong for the
shader pipeline which works in the linear space.
So now conversion to/from linear space happens in these nodes which makes them
making sence in the shader context but which might change look and feel of
existing scenes.
Removing edge-hit-doubles could incorrectly de-duplicate intersections between different edges.
Gave noticeable errors cutting through geometry that overlapped exactly.
There was some stupidness in the way how tracks are synchronized from the job
to actual DNA data leading to all sort of weird and wonderful failures again.
Writing to the tracks was already inside the lock section, but
reading was not. This could have lead to race condition leading
to all sorts of weird and wonderful artifacts.