Problem was float precision issues across tile boundaries. Since we are
comparing pixels, give a small tolerance when comparing clipped vertices
against triangle lines.
SCons was checking for a particular compiler version to see whether compiler
flags are available or not, but compiler ID was only set on OSX.
Now it should be set on Linux as well.
Previously, it would only save the eraser size if the session ended properly,
instead of being cancelled. However, that wouldn't happen if exiting the session
using Esc.
We have too much of those cases in our UI, if we want to keep operators doing
several similar/related but yet different tasks, we should have a real way to
support it on label/icon/tip side too. Easier to say than to do though. :|
Note: maybe we could even make `RNA_property_is_unlink()` always return false
for enum properties? But well, guess being explicit here does not hurt...
They were lost during simplification of kernel loading but might be rather
crucial for the performance.
Also made it so cflags are shared across kernels. Surely it might lead to
some unwanted kernel re-compilation but at the same time they might easily
run out of sync with the changes in kernel and so.
Previously decimate on flat areas of a mesh would more or less randomly collapse edges.
(giving bad topology).
This commit includes a topology 'cost', so smaller edges on flat surfaces collapse first.
This way it is possible to have single threaded depsgraph but threaded other areas
which is handy for torubleshooting.
he argument is: --debug-depsgraph-no-threads
We're currently only supporting save to a default format color space, which
makes it a bit tricky to prevent ImBuf from being changed.
For until when saving to a custom colorspace works we'll just reload image
if the space changes.
Previously we don't merge material cached list, it create dangling pointer and memory leak.
Now we merge material cache list during the scene merge, and remove material in this list during the library free.
Reviewers: agoose77, dfelinto, hg1, pgi, campbellbarton, moguri
Reviewed By: campbellbarton, moguri
Subscribers: campbellbarton, youle, kupoman
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1278
color in GLSL
Issue here is that intermediate result was clipped as an optimization in
such nodes and thus not converted to the correct type properly. Now only
clip those values if types match.
This keeps both the optimization and the conversion. I looked at
converting uniform types always but it's more involved to compare types
at conversion time for such links because the type was getting
overridden during link duplication.