from Dan Eicher (dna)
--- from the tracker
Setting Screen.scene only uses the active screen through a call to CTX_wm_screen(C) instead of the actual referenced scene.
The attached py-op demonstrates this behavior, assuming at least two separate scenes in the VSE.
Knifetool accumulates a bunch of proposed cuts and when the user
confirms, it makes them all. The old code did this by using scanfill
to triangulate the cutting edges in their faces, and then merging
triangles where possible. This sometimes ended up with strange
lost faces, and also made it so that when holes were cut, the
surrounding face ended up totally triangulated. But 29908 was
an example of a lost face.
This new code directly finds chains of cutting edges that go from
one side of a face to the other and using BM_edge_split_n to make
the cuts. Holes are handled by finding two good places where
the hole can be connected to the containing face (using two
because I think some other code in bmesh assumes that there are
no edges that appear twice in a face).
The old code is still there with #if SCANFILL_CUTS, so can easily revert
if this proves to be a bad idea.
Also, a small fix to previously added BM_split_n (forgot to
copy face attributes to new face).
now theres always a single step before skipping delimiters, this means the skipping actions always advance by more then 1 char (which matches the text editor).
This function pointer's 'setDrawOptions' parameter took a slightly
different type than the other drawing callbacks. In particular, it
could set a 'drawSmooth' value to indicate that smoothing should
always be enabled, overriding the face flag. However, all callbacks
either did not set this value, or set it unconditionally to
1. Replaced this by adding a new 'flag' parameter to drawFacesMapped,
which can be set to DM_DRAW_ALWAYS_SMOOTH where appropriate.
Also removed the 'useColors' parameter and replaced it with another
flag value, DM_DRAW_USE_COLORS.
Removed the 'wpaint__setSolidDrawOptions' callback, was only being
used to set the shading to smooth.
Node updates should generally be local by design, i.e. changes should not depend on any of the other nodes in the same tree. The original purpose of the dependency sort was to allow some experimental nodes to update their socket types based on upstream connected nodes, but these have been removed long ago. If such features need to be implemented they should instead use the tree-wide update callback, which is called after all the local node updates are done.
Removing the extra allocation and recursive function calls from most updates will ensure this function stays as fast as possible and can be called during node space context updates (snode_set_context), which are done very frequently (redraw).
and 5 float image textures. For CPU render this limit will be lifted later
on with image cache support. Patch by Mike Farnsworth.
Also changed color space option in image/environment texture node, to show
options Color and Non-Color Data, instead of sRGB and Linear, this is more
descriptive, and it was not really correct to equate Non-Color Data with
Linear.
"This patch adds "Not Equal To" to the list of options for selecting faces based on the number of vertices. While the equivalent can indeed be achieved by using "Equal To" and invert selection, having this option allows for a smoother work-flow when adjusting the number of vertices to be compared."
turns out old code also had the same bug (just coincidance it was noticed after my change)
now boundry verts are tagged so edges connected to them are not seen is missing a tagged, adjacent edge.
this fixes [#30471]
when the source and destination vectors were the same pointer, the X value would get overwritten.
now the rip tool uses the best side to grab as in trunk.
It's currently not respecting the material color, probably since the
BMesh merge. There are a couple problems, both involving "dummy"
variables taking the place of actual MTFace/MCol data.
Code review: http://codereview.appspot.com/5753050/
Now create the rotate edge in advance and copy its customdata (before joining the faces).
This commit also fixes an annoyance where tryangulating faces could create duplicate edges.
Issue was caused by incorrect resetting of tesselated fave data in copy_mesh:
- CustomData_free will free data from original mesh because layers in new mesh
are pointing to the same memory just after copy. So it's needed only to
set some pointers to NULL.
- It was incorrect filling fdata with zeroes because of incorrect structure size used.
Seems that issue is caused by several threads accessing to movie clip and one
of the threads (compositor node) was editing ImBuf which isn't nice anyway.
Made Set Floor a bit more general and name it Set Plane which defines
orientation from 3 selected tracks and makes them belong to specified
plane (wall or floor).
Previously, the shading and material was set once per PBVHNode when
drawing. This is still the case, but PBVHNodes are now built to
contain only one material and shading mode.
This is done with an extra partitioning step; once the number of
primitives in the node falls below the PBVH leaf limit, it's
primitives are checked for matching materials. If more than one
material or shading mode is present in the node, it is split and
partitioned (partitioned by material rather than 3D location.)
Given a sufficiently 'annoying' input, like a dense mesh with
thousands of materials randomly scattered across it, this could
greatly increase PBVH build time (since nodes might end up containing
a single primitive), but in general this shouldn't come up.
In order to support materials for grids, the CCGDM is building another
grid array (of DMFaceMat structs). This could be used to replace
CCGDM.faceFlag for some small memory savings (TODO).
Previously this was just a character array that stored face/poly flags
and mat_nr. Since mat_nr should be a short, this would have truncated
for higher values.
Replaced with a new DMFaceFlags struct.