Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
Python wasn't able to set 'OperatorType.prop', which is used by uiButGetStrInfo().
add 'bl_property' to python operators which is assigned to OperatorType.prop when registering.
(api docs coming next)
Getting the 'CTX_data_main' while un-fullscreen'ing a space would do a context lookup into the view3d_context which had an uninitialized layer.
since view3d_context doesn't hold a 'main' member it never did anything but cleaner not to do context lookups while modifying the view.
- noticed while checking on a real bug :)
It's only needed when they're being transformed.
Also deactivate passive objects after transformation so they don't keep
acitvating deactivated objects.
Fixes issues with using "start deactivated".
some of our artists work to much on trunk :) Especially our beloved Pablo Vazquez.
We increased the blender file sub-version for checking if translate nodes needed to be updated.
Happy blending.
makes it possible to specify an offset relative to the render resolution (so 0.5
is half the image rather than giving the number of pixels). It's a bit late but
it's a trivial change and needed for 4k mango render.
Use COLOR_GAMMA subtype for new image color since this color is
actually being color managed. Also made it so byte and float
buffers would have the same exact display color after creation
with the same color value.
Also made it so color strip's color have COLOR_GAMMA subtype,
otherwise swatch color wouldn't match render result which is
not nice at all.
Added additional buffers - new subtree - for groupnodes.
One needs to be aware of how groupnodes should be created.
Having translate & scale nodes, with the translate inside the groupnode and the scale node outside, causes artefacts.
Both should be inside or outside the groupnode. Same holds for other distort nodes.
Animation of render output size is not supported, not for render borders either.
This commit makes the border rna properties disable animation support.