python new action function (M_NLA_NewAction) was making actions with 2 users, so that acrions would never de-allocated,
alloc_libblock alredy assigns a user, so just dont assign another from M_NLA_NewAction.
Using "Deselect all" pulldown in Node Editor crashed when no nodetree is
visible.
Bugfix #4753
Hotkey SHIFT+P in buttons window started game engine, which it should not.
Ancient issue; when you press keypad-0, it should assign the active camera
object to a scene, but this did not happen when that camera was already
assigned to the active 3d view. A rare case, causing 'error no camera' on
a render.
Composite: the Translate Node only worked in some cases (pixel processor
call), and not for:
- filter
- seperate rgba
- conversion of buffer types (value to rgba etc)
Blur still doesn't either, but that code is too optimized to add quick.
Will put on todo for checking on better unification of translations.
Actually a bug since dark ages... the code that tries to find the view
correction (zoom) factor for grabbing stored result in a global. With
multiple 3d windows open, with different views, that could result in
wrong correction. Just made the factor a local property in View3D.
Bugfix: using Image.GetCurrent() and image.save() on the "Render Result"
image could result in a segfault since image->ibuf was NULL. This change
forces ibuf to be created if necessary.
NOTE: the Image API needs additional methods/attributes for image.save() to
really do anything useful. The image type, quality, etc., don't seem to be
gettable/settable so the resulting image file may not be in the format the
user would like.
N_T: the implementation of this feature isn't 100% nice, it currently does
a full recalc on each redraw, and it doesn't work properly unless it is
recalculated for each frame.
Repeat Image texture was broken... the repeat value for Y was accidentally
multiplied twice, typo... had to change a 1 into 2 :)
Error introduced in 2.41 btw, 2.40 and older were OK.
Render non-osa, with mblur, did not jitter the zbuffering, so it did not
result in basic AA for non moving parts.
Note to self: this now works on < 2.42 level again: it doesn't use
the correct subsampling, which can cause slight errors in rendering image
textures.
- readfile.c, version patch for new toolsettings used a malloc, using
unitialized variables
- despgraph, another malloc changed to calloc
- timer code for render ESC: unitialized variable in struct
- thread render stores per thread and per lamp the last intersected
shadow face
- the Isect struct, for intersections, could use a couple of extra
zeros on start.
Apparently not supported in Windows compiler, and although it has _isnan()
I've got no time to code wrappers for it, and #ifdefs here is plain bad
code.
Nice todo for Campbell one of these days after release!
Play option: if you set output to render to .avi, but in the same
directory also individual files exist, it always played the files, not
the movie.
Now it checks for the Output type, and plays back a movie or frames, as
indicated.
Negative scaled Objects get a OB_NEG_SCALE flag, to indicate to OpenGL
to invert lighting for solid drawing.
Works nice, but when you use Group-duplicators, the negative scale of
the duplicator should be taken into account as well.
- Added "Shift+P" note in 3d window menu for preview panel
- Added Preview, passepartout in spacebar toolbox
- Info pulldown "Render" -> "Render buttons" did cycle, should not.
Using TAB to type values in button sequences, didn't execute button
callbacks on the 2nd and and 3rd etc. Error could be noticed in the
Node Editor, Mapping node. That one didn't pass on changes to shading code.
Restored lost functionality in Play (animation) window. On scrubbing with
LMB it should print the curent frame, making it quite more useful.
(Windows platform; it already changed title of window to this info).
-fixing object.getMatrix("localspace") and object.matrixLocal to return
the local matrix (returns global space matrix if the object doesn't
have a parent).
Three issues:
- When saving a file, without extension added, and no filename provided,
the saving code received the directory name only. That's a potential
danger of getting directories deleted.
Added in the saveover() function a check for this, and return an error
when you try to save over a directory.
- Screendump did not add file extensions yet, when indicated todo so.
- Screendump code was duplicating all image type cases, whilst we have a
nice BKE_write_ibuf() call for that now. (Bug was that this code did not
check for BMP, saving the file in default format.)
The raytracer wasn't calling node shaders yet, so results showed only
shading for the base material.
This now works, but there's a conflict in the internal Blender shader that
makes recursive raytracing with nodes unpredictable. Basicaly the conflict
is that when a ray wants to shade a point, it should be able to check the
material for mirror properties, but this is undefined for node trees...
Probably we need to separate raytrace entirely from material shading. Is
a good topic for NodeShader 2.0, when we really split up materials in
shading components.
I'll add a note in the release log about this. Best results you get now
when you don't include mirror/ray-transp insde a node tree, in that case
a regular material mirror can render that material perfectly.
The F3 key 'save rendered image' made inconsistant choices to save either
in jpg or tga, when the output panel was indicating to render to movies.
Even worse, it was sometimes saying 'save jpg' and saved a targa!
Made it consistantly save .jpg now, since tga isn't a good common format.
2)
Forgot to commit transform.h for previous bugfix in transform numeric input