Issue was caused by blender internal accessing data from DNA during rendering.
There's no simple solution to make stuff thread safe, so for now simply restart
rendering on frame update.
The issue was caused by uninitialized ray used for composite and AO evaluation.
Can;t really think of "proper" ray configuration here, it's all a bit arbitrary
but think initializing the ray in a way so we look at the surface in a negative
normal direction is much better alternative to uninitialized ray.
Open for alternative suggestions tho.
This is more like a workaround to prevent obvious cases fail, but in theory
if some other area will start updating object for subframes blender will
crash again.
Perhaps proper way to solve this will be to copy objects for subframe updates.
The issue was in fact caused by both preview and viewport renderers affecting
on the default material, conflicting with each other.
Preview render doesn't really need default material, so we can safely skip it's
initialization in the render pipeline for preview rendering.
Don't force re-distribution of cached particle systems, this doesn't
cause actual evaluation of particles and there was a reason why particles
are baked actually..
This isn't a Blender issue and the same bug happens with official OpenSubdiv
examples. For until it's either worked around from OpenSubdiv side or fixed
in the driver we'll force disable GLSL Compute for AMD hardware.
Uniform block data layout was different on CPU and GPU which caused wrong
data being used from shader.
In theory using layout(std140) is what we need to do, but for some reason
such layout specifier is being ignored. This is probably caused by the way
how we exploit extensions from older version of glsl.
For until we've upgraded our glsl pipeline used different approach which
is basically about removing unused fields form the struct manual in hope
that it'll keep memory layout consistent for both CPU and GPU.
This seems to work so far for both NVidia GTX580 and AMD FirePro W8000
here in the studio.
It was possible to navigate into an unused temp screen
(using Ctrl+Arrow keys), but there was no way to navigate back out.
Now Ctrl+Arrows skips temp screens, and remove the ability to navigate away from a temp screen from RNA.
This reverts commit 1ed1f2f3ab.
Waiting 10 seconds to change view isn't practical.
Further it expose issues where users can attempt to activate tools during view motion,
Some work, others give issues, this just isn't going to be properly supported.
View animation features are fine, but this isn't the purpose of the smooth-view option.
This is a bit tricky one -- ideally viewport should detect whether alpha is used
in the shader tree and if so do separate viewport pass for that objects. But in
practice it's really tricky to detect whether alpha is affected by shader or not
without evaluating the tree for all possible input values. We also can't assume
that alpha might always be affected because it'll slow viewport drawing down.
For until some smart solution is found simply expose alpha blending mode used
by the viewport. It could be found below the Viewport Color settings.
By popular request, restored the ability to shift-click on the X (unlink) button
to unlink the action (from the active action slot), clear the Fake User, and
also remove the NLA-stashed copy (only works for the current object/NLA stack though).
Forgot to increase the size of the string buffer in b88d8916e4
While this wouldn't have caused problems in most cases (since most modifier names
are short), in the rare event that a long modifier name exists, the buffer may have
ended up being truncated prematurely, causing the wrong FCurves to get matched.
It's hopefully no longer needed, at least not needed for as long as
single ptex face corresponds to a single patch which should be always
correct for uniform subdivisions as far as i know.