Without const, I had the following error:
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp: In function ‘PyObject* ViewMap_scene_bbox_get(BPy_ViewMap*, void*)’:
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:120:54: error: invalid initialization of non-const reference of type ‘BBox<VecMat::Vec3<double> >&’ from an rvalue of type ‘BBox<VecMat::Vec3<double> >’
In file included from /home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:3:0:
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_Convert.h:81:12: error: in passing argument 1 of ‘PyObject* BPy_BBox_from_BBox(BBox<VecMat::Vec3<double> >&)’
/home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:121:1: warning: control reaches end of non-void function [-Wreturn-type]
make[2]: *** [source/blender/freestyle/CMakeFiles/bf_freestyle.dir/intern/python/BPy_ViewMap.cpp.o] Erreur 1
Major API updates were made to address code review comments.
This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e.,
Interface0D and Interface1D, as well as their subclasses).
* Most getter/setter methods were reimplemented as attributes using PyGetSetDef.
Vector attributes are now implemented based on mathutils callbacks. Boolean
attributes now only accept boolean values.
* The __getitem__ method was removed and the Sequence protocol was used instead.
* The naming of methods and attributes was fixed to follow the naming conventions
of the Blender Python API (i.e., lower case + underscores for methods and attributes,
and CamelCase for classes). Some naming inconsistency within the Freestyle Python
API was also addressed.
* The Freestyle API had a number of method names including prefix/suffix "A" and
"B", and their meanings were inconsistent (i.e., referring to different things
depending on the classes). The names with these two letters were replaced with
more straightforward names. Also some attribute names were changed so as to indicate
the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line
with other names explicitly indicating what the value is (e.g., SVertex.viewvertex).
* In addition, some code clean-up was done in both C++ and Python.
Notes:
In summary, the following irregular naming changes were made through this revision
(those resulting from regular changes of naming conventions are not listed):
- CurvePoint: {A,B} --> {first,second}_svertex
- FEdge: vertex{A,B} --> {first,second}_svertex
- FEdge: {next,previous}Edge --> {next,previous}_fedge
- FEdgeSharp: normal{A,B} --> normal_{right,left}
- FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left}
- FEdgeSharp: {a,b}Material --> material_{right,left}
- FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left}
- FrsCurve: empty --> is_empty
- FrsCurve: nSegments --> segments_size
- TVertex: mate() --> get_mate()
- ViewEdge: fedge{A,B} --> {first,last}_fedge
- ViewEdge: setaShape, aShape --> occlude
- ViewEdge: {A,B} --> {first,last}_viewvertex
- ViewMap: getScene3dBBox --> scene_bbox
parameter value. The problem was caused by a null pointer reference in CurvePiece::error()
resulting from incorrect lengths of subdivided curves calculated in CurvePiece::subdivide().
Problem report by IRIE Shinsuke with a GDB backtrace log, many thanks!
Multilayer files saved from Maya (and I bet others) store the 'primary' layer without
layer or pass name, just as R G B A. Allows viewers to show stuff too, I guess.
Blender now reads this as well, just allowing an empty string for the layer and pass.
This will preserve constraint <-> rigid body realationships so
constraint setups aren't broken after duplication.
Based on a patch by Brandon Hechinger (jaggz), thanks.
Basically they're aimed to solve issues when scene with sky
was used for compositing. If compo used alpha output result
of current trunk would be completely different form hwo it
was before.
Two heuristics here:
- If there's no world or world color is black, it completely
equals to straight alpha mode, no further magic is needed
to preserve compatibility
- If scene is used as Render Layer node and something is
connected to Alpha output of this node, ensure alpha mode
for this scene is set to Premultiplied.
Basically it shall give better compatibility and make
4K mango project just happy! :)
The use alpha option moved from the texture datablock to the image, and now it
will duplicate the image datablock in case you have one texture using alpha and
the other not.
* No context-aware at all.
* Always translated (when i18n was enabled).
Now, it will try tu use RNA struct/property context if available, unless you specify a context within optional "text_ctxt" parameter.
And you can prevent translation by setting 'translate' parameter to False (is True by default).
Will clean up code in a later commit (remove PROP_STRING_PY_TRANSLATE flag and related code), and also fix uilist templates to translate no more materials/textures/etc. names!
As per discussion and analysis of all trackpad usage, we now
follow this convention:
- Blender follows system setting for trackpad direction preference.
- If you set your system to "natural" scroll, we need to invert a couple
of cases in Blender we do "natural" already. Like:
- view rotate (the inversed option just never feels ok)
- scroll active items in list or pulldown menu (up/down is absolute)
- ALT+scroll values in buttons (up/down is absolute)
The new User Preference setting "Trackpad Natural" handles this.
For 2.66 we only have trackpad handling for OS X... so this isn't
affecting trackpad usage in Windows and Linux, which stick to be mapped
to Scroll Wheel still.
(Note: viewrotate now is "natural" always, changing how it worked in the
past weeks).
Issue is solved for painting on byte buffer with default sRGB display enabled.
In this case it is possible to skip any color space transform and just apply
dither if needed.
Still not sure if there's a regression in painting on flaots or not, will
continue investigation.
Issue was caused by alpha pipeline cleanup: apparently depending on
use_alpha flag different channels for spec/alpha would be used.
Made it so talpha is computed from Image->ignore_alpha instead of
always considering to be TRUTH.
This is not so much trivial to understand what's going on here, but
it's not new issue. Anyway, if someone have got ideas how to improve
feedback here -- ideas are welcome! For now only regression is fixed.
This was caused from using theme shadow setting to clip the popups and a hard-coded value to translate the popup within screen bounds - these values should be the same.
The group node operators offset nodes when moving them between node trees, but this should only be done for "free", un-parented nodes not attached to a frame, otherwise the node loc is relative to the parent node.