In response to feedback from plasmasolutions that having this option "always on"
caused some examples of more destructive errors, this commit introduces an attempt
at seeking a better balance between doing what people expect when casually importing
clips, and not clobbering existing timelines.
Specifically:
1) When there's nothing in the scene, the option will default to being enabled.
This accounts for users doing this for the first time with no strips
2) When there are already sequence strips, the option will default to being disabled.
In this case, changing the framerate could be dangerous. Hopefully this new check
is sufficient.
3) There's always still the option for users to control what exactly happens. However,
there have been reports that this cannot always be seen/set?
Issue is with rounding up of length reported by audaspace for audio part - when it matches nearly exactly
the actual video length, using ceil() would make it one frame longer. Now apply a small (0.0001 frame)
negative offset to prevent this effect.
When importing new movie strips into the sequencer, the scene's frame rate
will now be adjusted to match that of the movie being loaded by default.
To get the old behaviour (e.g. if importing a clip into an existing project),
disable the "Use Movie Framerate" option in the file browser when selecting
the strip.
This change is designed to solve the common problem that users trying to import
video clips will forget to adjust the frame rate before importing the clip, thus
causing the sound and video strips to be out of sync (as the sound strip ends
up longer/shorter than the video stream).
If anyone finds OS X UI drawing glitches with different graphics cards please
report them and I'll add an exception specifically for Intel, but in theory this
should work fine for all graphics cards.
Everything I've tested works fine without these hacks. Variety of Mac, Linux, Windows, Intel, nVidia, AMD.
If these workarounds are for old unsupported systems let's clean house.
Reviewers: #opengl_gfx
Differential Revision: https://developer.blender.org/D1707
Similar to object mode 'Select All by Type',
This menu is for various options to select based on some rules.
Moving into a submenu removes clutter, and means we can add other selection types.
This uses selection history to select the next vert/edge/face based on surrounding topology.
Select previous just removes the last selected element.
Uses key-bindings: Ctrl-Shift +/-
This isn't really ideal fix, but currently i can't tell how proxies should work
with the new dependency graph. This backward links are crazy, non-threadsafe
and mindblowing. Need to do some smarter/easier system.
While previous code was already compiling with OSL 1.6 it was using some symbols
which were considered deprecated in upstream.
This commit adds some ifdefs, but soon we'll get rid of all them rather soon
with the upcoming OIIO/OSL update.
Patch from be28706 made it so integrator will use last shader's transparent
shadow flag, which is wrong since last shader might not have transparent
shadow while shaders prior to it might have one.
CYCLES_OPENCL_TEST was removed, there was an insonsistency between
opencl_kernel_use_split() and opencl_get_usable_devices().
From now on, to test non whitelisted devices please use either
CYCLES_OPENCL_MEGA_KERNEL_TEST or CYCLES_OPENCL_SPLIT_KERNEL_TEST.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.
This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.
Reviewed by Sergey and Brecht, thanks for some hlp with this.
I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)