Crash was caused by invalid utf8 sequence pasteing from the clipboard.
Prevent memory corruption by giving utf8slen() the same rules of bytes checking
as utf8towchar() does.
Binding code had off-by-1 error, which meant that when "Even Divisions" was disabled the length of the wrong bone would get used.
This error was most noticeable when the lengths of the bones were quite different - for example, a chain with 3 bones of increasing length. Thanks to "Julius" on BlenderArtists for catching this. Cheers!
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Also, simplified the binding code loop a bit to prevent this sort of error in future.
Crash in snapping, bvh tree. Wrong check for numFaces here.
Fixed the crash by adding test for face pointer, but not sure
what the coder intended here. Needs investigation, left XXX remark.
- ortho grid now draws scaled by the view3d 'Scale' setting, venomgfx noticed this was missing.
- so as not to confuse add scale next to unit display text, so rather then "Metres" it shows "Metres x 1.5" otherwise its confusing that grid lines are not in exact units.
- changed grid spacing to grid scale (needed for more logical behavior with units)
- when units are enabled grey out subdivisions.
Playback now works. The problem was that material/texture nodetrees were getting ignored completely, as I was assuming that all of these existed in the main->nodetree collection when in fact only the "group" nodetrees lived there. I don't really agree with this, but that's the way it is...
TODO: animation editor support still to come
[#24849] changing objects to another layer causes segmentation fault
[#24848] Using an operator outside of edit mode crashes blender
[#24844] Crash related to the subdivision (aka subsurf) modifier
[#24843] ctrl+z crashes blender
* documented and rewrote the render interface of the sequencer.
(now, the geometry / render_type / etc. settings are stored within a
seperate structure called SeqRenderData that is passed within the code.)
* that fixes
* cache problems, since the caching system didn't keep track of
proxy files vs. final renders.
* is a necessary step, to bring back frame blending in speed effect
(the SeqRenderData structure elements are already there)
* will make motion blur render options available within the sequencer!
* this patch also fixes:
* "easy retiming" using speed effects. (in Blender 2.49, you could
add a speed effect and resize the source track to retime it to that
length)
* adds labels for the Original dimensions for Image + Movie tracks
(worked in 2.49, too)
(Well, while testing this report I found this fix!)
Blender could crash after rendering a 2.4 or 2.5 file
The context before/during/after file reads is still fishy.
Need a more clear & clean mind to really check it from
scratch again.
Fixed bug #20620, "VertColors and Flat/Soft imported from 2.49 are wrong
(MultiRes)" reported by Manuel R.
* Added function to load level-0 vertex colors
* Added function to load level-0 face flags
* Warning: the 2.5 multires modifier doesn't support multires vertex colors
or multires face flags; that data will be lost if you import it into 2.5.
also added note that adjusting bone radius changes the parent bone for connected child bones, and fix typo on failing to read startup.blend (both pointed out by MikeS on IRC)
- no rotation resulted in NAN location.
- subtraction of pivot done in wrong order made the constraint give odd results when rotating on more then 1 axis.
* The SPH fluid particle algorithm was implemented a bit wrong. This problem could for example result in the fluid moving sideways after being dropped straight to a horizontal collision surface, a very big no-no as far as real world physics are concerned!
* After some extensive code shuffling the algorithm is now much more true to the paper it was implemented from, and more importantly now the physics should be correct too!
* The main thing was that fluids calculations can effect many particles simultaneously, so just a single loop through all particles can't work properly. As a side note this also means that the actual fluid algorithm can't be made threaded :(
* To make things work I also had to reshuffle some general particle physics code, but there should be no functional changes what so ever to other physics types, so poke me immediately if something strange happens.
Note to users: these changes will most probably effect the way previously done sph fluid simulations look, so some parameter tweaking will be needed to get things back looking the way they were.
this is a can of worms, at the moment blender depends on broken behavior for metaballs:
find_basis_mball() can return a metaball object that fails a is_basis_mball() check which makes this logic very confusing (added note about this in mball.c).
Metaballs needs a refactor however at least make drawing fail consistently,
For wire draw is_basis_mball() wasn't being checked, for solid drawing it was (hence the strange wire frame).
For now the motherball needs to exist in the main scene else it wont work.
* Keyframing operators now use the reports system for displaying all its error messages.
- The benefit of this is that users no longer need to check the console for error messages if keyframing fails.
- Unfortunately, reports are not currently viewable in any space/view in Blender, so...
* Added a temporary operator (UI_OT_reports_to_textblock), which can be accessed in the UI from the button which appears in place of the icon when more than one report exists. This dumps the current list of reports to a textblock "Recent Reports", from which they can be viewed.
This isn't really nice, but at least we now have a way to view these again, which makes debugging some things a pain.
* Bugfix #24606 - when trying to add keyframes to F-Curves with F-Modifiers already which alter the curve significantly enough that the keyframes will have no effect, there are now warnings which aim to alleviate any confusion.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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.