The initial idea was to use Ctrl+E to interpolate stroke because this is
similar to Pose breakdown, but the Ctrl+E keymap is used to inverse
grease pencil sculpt effect.
The new keymap is Ctrl+Alt+E in order to fix the conflict
New recursive iteration over IDs in BKE_library_foreach_ID_link() was
broken by the infamous nodetree case. We cannot really recusively call
this function in that case, so better to deffer handling of
non-datablock NodeTrees as if real IDs here.
Also fixed initial ID not being stored as handled, in rare cases this
could also lead to infinite looping.
To be backported to 2.78a.
We *always* want to increase mat user count when from Object (and not
Data), because in that case we are moving mat from object to temp
generated mesh, material can never be 'borrowed' in that case.
To be backported to 2.78a
If I didn't miss anything these are indeed not used. Old themes should still work (will only print info on redundant theme defines into console), but updated non-contrib themes already.
'camera' Object pointer of TimeMarkers is a 'temp' hack since Durian project...
Would need to be either made definitive now, or removed/reworked/whatever.
But since we intend to use that object pointer for other needs, and current code
could lead to crashing .blend files, for now let's fix that mess (was missing
some bits in read code, and also totally ignored in libquery code).
Should be safe for 2.78a.
This change makes it so that when the sequences within a Scene strip are
evaluated, they use the Scene that they come from as the context as opposed
the Scene that the Scene strip is in. This is necessary, for example, in the
case of the MulticamSelector where it needs to reference strips in the original
Scene as opposed to the Scene where the Scene strip is located.
Patch by @Matt (HyperSphere), thanks!
Another case of float imprecision leading to endless loop. INcreasing a bit 'noise threashold' seems to work OK.
Not a regression, but might be nice to have in 2.78a.
Not sure where this comes from, but code was converting BMEdge* to BMVert* to check oflags,
i.e. not accessing correct memory.
Regression, to be backported to 2.78a.
Regression caused rBbcc863993ad, write code was assuming dw->ob was always valid,
wich is no more the case right after reading file e.g.
Another good example of how bad it is to use 'hidden' dependencies between datablocks. :(
And another fix to be backported to 2.78a. :(((
Previously the pose library used the WholeCharacter key set, which ignores
selection and add keys for almost all bones in the rig. This is a very
slow operation on complex rigs. With this patch, only selected bones are
keyed, defaulting to keying all bones when none are selected.
Note that this fixes the FIXME previously mentioned in the source.
Actually two errors here:
* Properties editor wasn't refreshing on (NC_SCENE | ND_RENDER_OPTIONS) notifiers
* Was using notifier info bits wrongly, needs to send two separate notifiers
Decided to remove ND_RENDER_OPTIONS rather than adding properties editor scene context refresh for it, this is more than a render option change.
Duplicates can happen at UV seams in case of resolution mismatch
or other complications. It's better not to store them in case it
confuses some math later on.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D2261
1. When adding one pixel border to UV islands prefer grid directions.
This is more logical as it means neighbor pixels will commonly
share a border, opposed to just corners.
2. Don't subtract 0.5 when converting float UVs to int in computing
adjacency across a UV seam. Pixels cover a square with corners
at int positions and adding/subtracting 0.5 is only for dealing
with the center point of a pixel.
3. Use the neighbour_pixel field from the correct pixel, and check
it's not back to the origin point.
4. In the connected UV case, ensure that the returned index actually
refers to a valid active pixel.
This fixes paint spread not traversing some UV seams, while at the
same time spreading to random unrelated points on other seams.
The first problem is primarily fixed by 2, while the second one
is addressed by item 4.
Differential Revision: https://developer.blender.org/D2261
Moved that code forth and back a few times while creating rB776a8548f03a fix,
ended up forgetting to update it correctly for function where it layed down in the end.
Last-minute fixes are never a good thing... Now we already have real reason for 2.78 'a' release :(
Regression from rBa4a968f, we would adjust current point's wetness without actually protecting it
in new multi-threaded context, leading to concurrent access mess.
Now delay applying wetness reduction to current point to end of function, allows us to avoid having
to lock current point twice together with neighbor one (and reducing spinlock awainting too).
To be backported to 2.78a.
Never call function that might recompute a DM in an RNA itemf callback (or any UI-related func in general)!
There was an XXX comment asking if this was OK - well, no, it was not. :P
Could be ported back to some 2.78 flavour should we need it.
Was only happening with new dependency graph.
The issue here is that scene's depsgraph layers will be 0 unless
it was ever visible. Worked around by checking for 0 layer in the
update_tagged of new depsgraph. This currently kind of following
logic of visible_layers, but is weak.
Committing so studio is unlocked here, will re-evaluate this layer.
Now using new system dedicated to that kind of cases, id_ensure_real_user(), instead.
That way, usercount of Scenes is handled correctly at deletion time.
Reported by @sergey over IRC, thanks.
- WITH_SMOKE macro was not defined so some code was not compiled, though
it was still accessible from the UI
- some UI elements were disappearing due to bad indentation, also rework
the UI code to not hide but rather disable/grey out button in the UI
- Display thickness was not used due to bad manual merge of the code
from the patch.
This basically exposes to the UI a function that was only available
through a debug macro ; the purpose is obviously to help debugging
simulations. It adds ways to draw the vectors either as colored needles
or as arrows showing the direction of the vectors. The colors are based
on the magnitude of the underlying vectors.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
Current approach uses view aligned slicing to generate polygons for GL
texturing such that the generated polygons are always facing the view
plane. Now it is also possible to use object aligned slicing, which
creates polygons by slicing the object perpendicular to whichever axis
is facing the most the view plane. It is also possible to create a
single slice for inspecting the volume, or for 2D rendering effects.
Settings for this, along with a density multiplier setting, are to be
found in a newly added "Smoke Display Settings" panel in the smoke
domain properties tab.
Reviewers: plasmasolutions, gottfried
Differential Revision: https://developer.blender.org/D1733
Using context.active_gpencil_brush to access the active Grease Pencil brush
would result in a crash if trying to rename the brush, because the "ID" pointer
was not set.
To be backported to 2.78
This is something what was guaranteed in give_current_material(), just
copied some range checking logic from there.
Not sure what would be a proper fix here tho.