The main reason to have this is so renders can be scripted to write to a specific file without having to do annoying tricks like set a dummy start/end frame range, render an animation and work out the current frame image will be written to, then rename after rendering.
Also made some 'char *' args into 'const char *'
Found and fixed a few problems here, but strangely I don't recall seeing any of these a few months ago when this conversion (probably last) worked well ...
- VBO UV Edge display wasn't allocating a large enough array for drawing.
- VBO UV Edge drawing was using an edge flag with faces.
- notifier for modifiers updating the UV window.
Now object_apply_mat4() can be used as the reverse of object_to_mat4().
Noticeable result is fly mode and 'Apply Visual Transform' dont jump when deltas are used, also means setting matrix from python works as expected.
* In addition to fixing the memleak it's much better to always copy the voxeldata to the texture. Smoke data can change at any time due to some changes, so we can't depend on that data.
* Thanks to MiikaH for finding this!
Transforming strips into locked tracks meant that they were not unlocked properly (i.e. they stayed as temporary "meta" strips). This is now taken into account as part of the step which checks if there's any space for them in those tracks.
NURBS surfaces always used resol{u,v} from spline and never used curve's render resolutions.
Now, if curve's render resolution is non-zero then it'll override resolution for all
splines when rendering (in needed direction only, ofcource).
* Particles didn't want to stay cached, even if there were no actual chages.
* Particle states weren't set properly for times before actual simulation start.
- object updates were not being flushed, so children weren't updating.
- apply the matrix relative to the parent, added this as an option to object_apply_mat4() which allows assigning the worldspace matrix in python without worrying about the parent.
Image editor & texture properties, add new Image, inits 'start' now
to frame 1 for sequences.
Added triple-X warning in Image Open operator, it uses SpaceImage whilst
it can be called from other editors. Code is safe but not correct.
- Revert of my old change in curve->mesh conversion
- Do not ignore DL_POLYs for surfaces -- they will never be filled,
but ignore them for 2d curves -- they'll be filled with INDEX3 parts.
- use sizeof() in more places.
- fixed some off by 1 bugs copying strings. setting curve font family for instance was 1 char too short.
- replace strncpy and strcpy with BLI_strncpy
Now the active strip doesn't just get cleared on fileload, but is relinked properly.
I had originally intended that files shouldn't be able to be saved with NLA data still in Tweakmode, but this turns out to be a bit more troublesome to get working as that would make undo keep popping out of this mode too.
Also reverting 32743 (bugfix for 24418), which was a hack around this.
* WM_timecursor is broken somehow, so pointcache baking makes the cursor disappear.
* For user this seems like blender has frozen although it's just a matter of no progress indication.
* This fix just sets the default "busy" cursor for the whole duration of baking and reports progress in the console.
* If there's and easy fix for this then it should probably be done straight away, but I want to re-implement baking using the job system soon anyways, so a proper fix for this is not strictly necessary.
the brush system matches the brush mode with the object mode, but this doesn't work for 2D image view paint.
since the poll() function doesnt have access to the context, for now just check if no paint modes are active, default to texture paint.
Added extend option to lasso.
also...
- selecting bones wasn't checking their layer of if they were hidden in a number of places.
- fixed memory leak.
small unrealed changes
- added PBONE_VISIBLE macro
- renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's.
- removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific.
Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
* This caused nearly all particles to leak through the collision surface if simulation subframes were used and the collision object was moving.
* In addition to fixing this I also did some more cleanup of the collision code and refined some of the comments.