Bugfixes:
- Effect dependencies sometimes went wrong. seq3 was always calculated,
even if the effect already told the upper layer, that there is an early
out available...
- On render, only free _all_ buffers, if memory usage is above the memcache
limit. This made my render times drop from 17 hours to only 4 hours on
a 2 hour movie.
Ton: I don't want to start an edit war at this point, but if you really
need the old behaviour, just use a very low, non-zero memcache limit in the
preferences. (In most cases, the default of 32 Mb _is_ very low ;-)
Partial fix for bug #5766
* Moved the retopo call used during transforms to above the call to clip the transform (for the mirror modifier.) This stops retopo from moving a vertex across the axis.
This is not a bug, but rather a misunderstanding of the relationship between object scaling and the Array modifier's constant offset.
The Array modifier's constant offset is specified in local coordinates. In the supplied blend file, the object is scaled up in the x direction by 2.45, and the offset is a constant 2.5 in the x direction. Thus, the final world space offset is 2.45 * 2.5 = 6.125 units in the object's local x direction, as can be seen in the blend file.
I have updated the tooltips for the Array modifier to indicate that offsets are given in local coordinates. I will investigate providing a "Use World Coordinates" toggle button after release.
This tweaks the dependency rules for Scenes/Objects a bit. Here is the
rule:
- Each Scene has own dependency graph, and only solves dependencies for
objects in the scene
- However, when using multiple linked Scene-sets, the *current* scene is
allowed to have dependencies to objects in a 'set'.
This works by first calculating the sets, then the current scene.
Example: the current scene can have lights with a track/location
constraint to a character in a set.
Fixed bug #5815, Multires mesh UVs get lost (or crashes!) when adding additional UV layers
* Switching to Face Select mode adds a UV layer automatically, was missing code there to add the layer to multires as well
* Adding/Deleting a customdata layer on a multires mesh should update the multires data first
This is mainly a problem with the interface - it's not clear what effect the
"Time sta:" (more correctly, the time offset) value will have when the speed
is negative. I have updated the UI to change the "Time sta:" button to "Time
end:" when the speed is negative.
Calculate Paths for Armatures didn't work if called from the WKEY menu
before doing so from the Armature Visualisations panel. Was caused by
the absence of version-patches for older-files where the settings used for
path calculation were uninitialised.
* Added an "Override Image" button to the UVProject modifier; this overrides
faces' currently assigned image with the one given in the modifier panel.
This provides some of the functionality previously provided by the "Add UVs"
button - you still need to add a UV layer manually, but you only need to
change the image in one place.
* Note that the "Override Image" option uses the bit position previously used
by the "Add UVs" option, so old files which had "Add UVs" enabled will now
have "Override Image" enabled.
* Removed the "Add UVs" option from the UVProject modifier
* Added a UV layer menu to the UVProject modifier
* Refactored the Displace modifier UV layer menu code to allow the UVProject
modifier to share it
* Added two CustomData functions to facilitate getting layers by name
When scaling in the IPO-editor, axis-clamping was not respected still
(in order to preserve the old behaviour of flipping over the x/y axis).
However, now there is a mirroring tool for IPO curves, so the old
behaviour is no longer needed.This makes things more consistent.
Replace references to "Gears" in the header by "Grid". This is more consistant with the rest of the UI and even if I like gears better, grid, I think, is what people expect.
variable in the DisplaceModifierData structure, rather than a global variable.
This fixes a bug in layer selection when more than one Displace modifier is
applied to an object.
Bugfix: when ipo-frame-locking is turned off, make the ipo cursor show up
at the correct position and set CFRA correctly, if changed within IPO.
(avoids very annoying snapping...)
the texture (in texture buttons) crashed painting. Reason was reading
a NULL pointer.
- fix for bufix: commit by Ken Hughes accidentally deleted a bugfix
(yafray render doesn't support bake, and should return)
- tooltip fix
Fixed bug #5829, Exiting editmode with TAB key toggles RETOPO
* Moved the retopo_mode setting to ToolSettings.
* Renamed the other retopo_mode to the (more accurate) retopo_paint_tool
Fixed bug #5820, changing multires in edit mode turns the mesh black
* Added a call to recalc_editnormals when building an editmesh from a multires mesh.
- when rendering a scene, all composite trees of other trees should get
signalled the render output changed. This only happened with a composite
active in render.
- the Mix node "A" option only works in Composite, as accidentally visible
for shader trees.
This commit fixes displace modifier to propery support arbitrary uv
layers. This seemed like a fairly big usability bug,
as displace modifiers would use the active UV layer (and thus could change when
you changed the active layer). The modifier UI code now uses a menu for browsing
the uv layers, however only the uv layer name is actually stored, so that
adding/deleting layers won't mess up displace modifiers.
Whenever a displace modifier has an invalid UV name (for whatever reason) the
UV name is set to the active layer. This is checked both in the UI code and
in the modifier exec code, so all bases are covered. For deleting a layer, this
required upgrading the layer delete code in the UI to properly preserve the
active layer, to prevent unwanted behaviour. I hope this is an ok solution.
Brecht, Ben you might want to look over and make sure I didn't break anything. I don't
think I did, I tested as thouroughly as I could.
* Cleaned up the sculpt and multires palettes a bit to make them work correctly with the Rounded theme.
* Moved the DelLower/DelHigher buttons above the Level slider; necessary for some reason to render the rounded corners correctly.
One error is still visible, the Size slider in the Sculpt palette has an incorrectly-rounded corner below the Airbrush button, no idea why.
Preview render in buttons was not refreshed when changes in a material
happened, without preview visible. (like editbuttons, active mat index).
Now on re-entering material buttons, a re-render happens in these cases.
This commit gets rid of the #ifdef WIN32 I did for the FSAA code.
However it still manually defines the constant (if it's not already defined)
for FSAA, as I'm not sure which platforms have glext.h and I don't want to risk
breaking platforms before release.
Joe
This commit fixes problems with FSAA (full-screen video card antialiasing) with selection.
It turns off FSAA for the backbuffered select drawing function.
Since opengl's extension system is incomphrehensible to me (at least not without committing glew), I've
basically done a little hack that detects if the value we need for glDisable (MULTISAMPLE_ARB) is defined,
and if not defines it. Also, this commit only works on windows, because glx sadly seems to not support
arb_multisample at all, and in all likelihood neither does osx.
Joe
- Previous fix (commit today) for outliner-selecting and mode disabling
forgot to do this for texture paint.
- outliner: theme color drawing for background was using char with overflow
possibility.
Make manipulator compatible with snapping. At first, I thought this would have been a bad idea, but after talking to some people, it seem more confusing than not to have it act differently, so I'm bringing it in line.