Malloc is getting to be safe on sequence tracking by the jobs system,
so no additional set up are necessary.
This hopefully fixes crash on OSX with OpenMP enabled when compiling by older gcc
Linking changes active object which is pretty useful in general,
but which totally confuses edit mode (i.e. it becoming not so obvious
to leave from edit mode and inwalid tools in toolbar might be displayed)
so disable link/append when in edit mode
lower than 1.3, since we're not officially supporting these. We're already not
providing CUDA binaries for these, so better make it clear when compiling from
source too.
bug was that uiPupMenuSaveOver(...) could run the WM API call function which freed the operator, within the low level invoke function which kept using the freed memory.
Changed uiPupMenuSaveOver(...) to only show a popup so the caller needs to check if the file exists and should be immediately written (which was done everywhere except for blend saving anyway).
* added note that operators invoke/exec funcs cant call WM_operator_call(...) on themselves, ends up using freed memory.
* added BLI_is_file(path), checks the file exists and isnt a directory.
changes
* undo now checks screen jobs only, was checking all jobs before so a material preview could make an undo fail.
now this is only limiteds for render/fluid bake/bake.
* the redo UI is now disabled when screen operators run.
- Rotation now happens around initial stroke location rather than around scene origin
- Added slider for rotation strength which helps in cases only few rotation is needed
to be to increase the precision of such strokes
This was broken in r.42515. In particular, rigs with Spline IK would break,
since they often use curves with hook modifiers controlling the control-points
of those curves.
Return OPERATOR_FINISHED from select grouped operator in any case so
even if nothing were selected operator would be registered in redo panel
and threshold can be adjusted there.
- Pass MFace, MTface and OrigIndex arrays via userData to compareDrawParams callback
rather than looking up for this layers for each face
- This allowed to avoid massing DM to compare callback which seems like a bad-level pass
- Fixed crashes on some video cards when assigning different materials to different
faces in edit mode. Both of intel and nvidia cards in my laptop were affected by
this error
in most cases the caller would then check if the name was different to see if the name was flipped, incorrectly comparing the uninitialized string with the original name.
Fix based on Brecht's idea: use Blender's conversion from quat or axis angle to euler and back. Euler rotations are left alone so their rotation order is respected