sharing the same set of vertices.
Modified the CDDM_merge_verts function (currently only used by the Mirror
modifier) to skip faces using all merged vertices.
Sequencer recursion was never actually supported and only gives lots of
issues. Disabled it now, so users are not getting confused by semi-working
stuff.
Also made a correction to rendered sequencer preview, so now using scene
strip in it's own sequencer will work properly (it produced black frames
before).
This required killing compositor jobs since they could be using the same
render result as renderer called from sequencer uses.
Small improvements could be:
- Add slight delay before compositor job starts handling nodes so killing
this job would be fast
- Tag compositor to be updated after preview was fully rendered.
some of these were only returning a boolean, others returned a count even though only a boolean was needed.
split some of the functions in two as well where check/count are both needed.
- Don't crash if there's any fcurves created for sequencer but no sequencer itself
- Don't copy sequencer's fcurves when copy new scene with linking data/objects method
This commit allows you to set the RGB <-> XYZ axis colours used for things like
the mini axis indicator, grid axis indicators, manipulators, transform
constraint indicators, F-Curves (when using XYZ to RGB colouring option), and
perhaps something else I've missed. Previously, these places all used hardcoded
defines (220 * i/j/k), but the readability of these colours was often quite
poor, especially when used with certain themes.
The settings for these colours can be found under the "User Interface" section
of the themes (i.e. same set of colours is used across editors). I could have
made these per editor, but since it's unlikely that these will need to be too
different across editors in practice (+ being easier to version patch), they are
stored under the UI section.
edit mode. I've made it follow blender internal now, but this system should
really be improved once, metaballs that are in linked dupligroups will never
show up.
There were a bunch of other issues with dupli motion blur and syncing, the problem
being that there was no proper way to detect corresponding duplis between frames
or updates. As a solution, a persistent_id was added to the DupliObject. It's an
extension of the previous index value, with one index for each dupli level. This
can be used to reliably find matching dupli objects between frames. Works with
nested duplis, multiple particle systems, etc.
Issue was caused by call ED_sculpt_force_update from WM_file_write which frees
derived mesh and pBVH and forces them to be re-created. After this sculpt session
wasn't repairing properly.
Freeing data from WM_file_write is not nice by itself, but it exposed possible
real issue when sculpting on modifiers. Made it so BLI_pbvh_grids_update will
update pointers to material flags and hidden grids as well.
This isn't idea solution for particular circumstances from the report, since
pBVH would be rebuilt after save which ends up with small interface lags for
while pBVH is rebuilding.
Would be nice to have multires displacement propagation to higher levels
without freeing data.
This is probably versioning issue happened when both trunk and tomato
were mixed to work on the same file.
Anyway, there're few files here locally and it's probably other users
do have the same files, so lets keep things safe here :)
Case: multiple scenes, linked objects on different layers.
By definition, a layer is a local scene property - not of object.
On setting scenes, this then gets copied over to objects.
Error was a 2.5 year old commit to allow object layer animation,
which is due to depsgraph issues badly supported anyway.
(animate visibility outliner flags instead)
Use IMB_testiffname to check whether file could be handled by ImBuf or
whether it should be handled by anim routines.
It solves the issue when file without extension is used for movie clip.
Now tile size is setting up explicitly instead of using number of tiles.
This allows better control over GPU performance, where having tiles aligned
to specific size makes lots of sense.
Still to come: need to update startup.blend to make tiles size 64x64.
This fixes some "regressions" introduced in rev50781 which lead to much
worse solution in some cases. Now it's possible to bring old behavior back.
Perhaps it's more like temporal solution for time being smarter solution is
found. But finding such a solution isn't so fast, so let's bring manual
control over reprojection usage.
But anyway, imo it's now nice to have a structure which could be used to
pass different settings to the solver.
- don't attempt to convert the 'dist' value between local/target space, since all the projections are done in target space
and dist isnt used afterwards. Also, this could fail with non uniform scale - overwriting ray casts with larger dist values.
- added an assert to check larger dist values never overwrite smaller ones.
- remove use of sasqrt() since the value is checked beforehand anyway.
In armature editmode, with mirroring, after duplication of a bone and using
the Wkey "flip names" you get a crash. Code for naming was accessing a NULL
in the bPose channel - not set until leaving editmode.
Thanks to Ben Batt for tackling the issue :)
Nodes could use duplicated memory - and on free you get duplicate-free errors.
Affected texture nodes, but I suspect compositing too.
Fix found by Philipp Oeser. Thanks!
* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
Our current intl build for windows is quite old (don't know the exact version), and does not have the new setlocale overwrite. Problem is, new windows dll have no more the gettext_putenv helper, which is currently mandatory to make it work for this OS.
So back for now to the ugly long_locales for win. Best fix is probably to build our own static version of libl, but this is not trivial and will require some time. :/
PS: I had a look over i18n/translation in wxWidget, Qt and boost: all implement their own system, even though wxWidget and boost use po/mo files...