Active color wasn't copied over if it differs from what the user plugged
in in the UI. Also use a darker color for the default color so smoke
doesn't doen't appear too bright.
Reported in IRC by mib2berlin.
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had
to be rewritten.
Although this new algorithm has the same behaviour as the old one (view
aligned slicing), it works with an arbitrary number of slices (which
could eventually be set by the user), which means we can preallocate the
buffer. The previous algorithm would slice from the begining to the end
of the volume's bbox, and draw the slices as it generates them.
Also support for ARB program was removed.
Patch by myself, with some minor fixes by Brecht.
Reviewers: brecht, #opengl_gfx
Differential Revision: https://developer.blender.org/D1694
In fact, it was not working with BI either - 'UV from dupli' would always take active UVLayer,
not render_active one.
Fixed now for both Cycles and BI, and for both particles and 'simple' dupli_face.
Code 'localizing' the node of an ID (a material, here) was kind of a joke,
setting id.lib to NULL is not enough, by far! Now calling ntreeMakeLocal().
And ntreeMakeLocal was also missing indirect->extern switch for its directly used IDs,
which explains why they were lost after a save/reload.
Note that here again, a big part of this 'localizing' code should be made generic
using library_query stuff, but this is for id-remap, not current master...
This change is for a few reasons:
- it works with color, and (therefore) will need to be color managed, at
some point. This will be much easier to do if the code is closer to the
actual color management code (in Blender's core, so to speak).
- it has nothing to do with the actual fire simulation, as it is just
used to create a lookup table
- it can be reused for other purposes (i.e. in Blender internal
renderer, if people are interrested in a blackbody node à la Cycles)
- cleanup: some functions (`contrain_rgb`, `xyz_to_rgb`) already exist
in BLI
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1719
As in the title. In the smoke version, there was also an extra
'for_render' parameter that wasn't used, and wasn't used by the callers
either, so it was removed altogether.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1718
Also added a DEBUG_TIME macro in the related files to comment time funcs out.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D1717
- Fixed a bug that the sound when changed in the properties panel was not updated.
- Added the option to make a sound mono while adding a sound strip.
- Added the option to make a sound mono in the sequencer properties panel.
Related bug report: T47140
There were 2 issues:
- toolbars were set initialized in user-defaults
so their scroll & zoom level were set.
- initializing new 2d views included the scroll width,
which scaled the new views zoom level, especially when dragging out.
In response to feedback from plasmasolutions that having this option "always on"
caused some examples of more destructive errors, this commit introduces an attempt
at seeking a better balance between doing what people expect when casually importing
clips, and not clobbering existing timelines.
Specifically:
1) When there's nothing in the scene, the option will default to being enabled.
This accounts for users doing this for the first time with no strips
2) When there are already sequence strips, the option will default to being disabled.
In this case, changing the framerate could be dangerous. Hopefully this new check
is sufficient.
3) There's always still the option for users to control what exactly happens. However,
there have been reports that this cannot always be seen/set?
Issue is with rounding up of length reported by audaspace for audio part - when it matches nearly exactly
the actual video length, using ceil() would make it one frame longer. Now apply a small (0.0001 frame)
negative offset to prevent this effect.
When importing new movie strips into the sequencer, the scene's frame rate
will now be adjusted to match that of the movie being loaded by default.
To get the old behaviour (e.g. if importing a clip into an existing project),
disable the "Use Movie Framerate" option in the file browser when selecting
the strip.
This change is designed to solve the common problem that users trying to import
video clips will forget to adjust the frame rate before importing the clip, thus
causing the sound and video strips to be out of sync (as the sound strip ends
up longer/shorter than the video stream).
If anyone finds OS X UI drawing glitches with different graphics cards please
report them and I'll add an exception specifically for Intel, but in theory this
should work fine for all graphics cards.
Everything I've tested works fine without these hacks. Variety of Mac, Linux, Windows, Intel, nVidia, AMD.
If these workarounds are for old unsupported systems let's clean house.
Reviewers: #opengl_gfx
Differential Revision: https://developer.blender.org/D1707
This uses selection history to select the next vert/edge/face based on surrounding topology.
Select previous just removes the last selected element.
Uses key-bindings: Ctrl-Shift +/-
This isn't really ideal fix, but currently i can't tell how proxies should work
with the new dependency graph. This backward links are crazy, non-threadsafe
and mindblowing. Need to do some smarter/easier system.