Extreme cases (also old bugs with corrupt relative paths) didn't survive.
Like this string:
"//../../../../../../../../../../../../../Users/yomomma/Documents/../../../../../../../../../../../../../Users/"
Added patch by Matt Ebb, that enhances the sequencer GUI in several ways:
- It looks a lot better
- Strip colours are themeable.
- The drawing code is more readable.
- The background of the timeline makes now distinguishing the channels easier
by alternating between different shades of gray.
- Handle-scaling is clamped to min and max-values, making it possible to
grab strips at large zooming levels more easily.
- Preview-images can be panned by dragging it with the middle mouse button.
Home-Key resets the position.
- Since some people can't grab the meaning of "C 0", it is renamed to "Chan: 0"
- Effect strips have slightly different colors to distinguish them better.
Additionally:
- fixed an off by one error in Matt's patch
- Scene-rendering saves CFRA to avoid jumping current-scene on scrub
(might be academic fix, since most likely it only happens if you add
the sequencer-scene to the timeline... But nevertheless it bugs you on
testing the GUI ;-)
This one uses the 3d perspective view rather then the camera, and is nicer and easier to control then the old fly mode. it also gives some help in the header.
Shift+F to try it.
Previous patch for "problems with STL iterators/vectors that only show up under
Visual Studio 2005" could cause a crash when object used as a boolean modifier
was changed (for example, flipping all the normals). The problem is that result
of boolean operations (apparently) can result in empty meshes. Patched to
use the vector::size operator to check for empty vectors before trying to
check the iterator.
This fixes again some segfaults on error conditions.
It also gives some reasonable error-messageboxes if chooses the wrong
DV-format-options.
More to come...
- Improved lighting and background (also turned off shadows, unnecessary and
a potential slowdown in generating the preview)
- UV unwrapped the sphere and monkey models, so you can actually see something
useful when a texture is mapped to UV
- Added a 'hair' preview option (reused sphere icon will be eventually
forthcoming)
some avi's have 0 sized chunks that we were not handling properly.
(Need to basically rewind the avi to previous frame in this case)
http://www.cs.umn.edu/~mein/blender/avi/examp.avi has 25 frames,
4,7 and 9 are "dropped frames"
blender use to crash on these now it displays the frame before it assuming
there is one.
Kent
To enable python to change border while render, I moved the initialize
call inside of the main loop that went over the frames.
Forgot to do move the movie-initialize call as well... which now got
called with zero'ed values.
Thanks Peter Schlaile for the poke!
Bug "fix" for #3932, and possibly for #3799. Booleans can get into an endless loop (at least until memory runs out); through triangulation somehow a face is repeatedly added to the list of faces to triangulate. This patch checks the face list for duplicates prior to a list add and aborts if a dup is found.
The real issue is why the triangulation is creating the face in the first place, but that will take a more thorough (and longer) examination of the code. If I can fix that issue that prior to the 2.42 release, then this code can be removed.
are already defined locally, probably does not work fully yet.
Added extra 'threads' parameter as requested by Lynx3d.
Optimized drawing of rendered tiles, so that the entire image doesn't have
to be redrawn every time a tile is complete.
The blender code that handles this part was not yet complete and could only
draw (sets of) scanlines. I extended the renderwin_progress() function in
renderwin.c to handle a given subrectangle.
This code needs review!
For the limited test I did it seems to work at least...
This code enables IPO-pinning for Sequence-strips again, by working
around the missing libdata in blenloader/intern/readfile.c.
Bad hack(tm). Maybe we find a way, to make Sequence-strips true libdata?
It also fixes two places in IPO-editing where frame-locking wasn't handled.
Edit Mesh: "Add duplicate" failed when used in mixed edge/face select mode,
you then can make incoherent vertex selections. Nicely solved.
Also, related, uncommitted fix I did 6 months ago for EM_selectmode_set().
It is supposed to deliver full consistant selection, for all combos of
selection modes.
Hotkeys Ctrl/Command (Mac) X, C, and V will cut, copy and paste the selected
text to and from the 'buttons clipboard'.
This clipboard is still not that good since it doesn't even use the same
storage as the blender text editor, let alone the host OS. But I guess that
sort of thing should be tackled inside of GHOST. Any takers? :)
strand texcoords as orco coords, so yafray doesn't have to be adapted for this.
bugfix #4254 added support for dupligroups, but might not work completely
correct yet at this point, more testing needed.
Also added some missing parts from the code apparently removed at some time.
Mainly having to do with dupliverts, cam.info for aspect ratio/ortho mode/etc.
Header stats (render window) should now work again too.
Fixed missing last tile draw of render window.
Added the missing const_cast in the win32 part of the xml export code.
[ #4272 ] Camera zooming problem
Move the camera in camera view could block inexplicably sometimes.
Was a silly programmation error that any competant compiler should have given a warning for. Alas, I'm using gcc...
* replaced foobar==[]: with if foobar: - no reason to make empty lists for comparison.
* Would raise an error is importing a mesh with a blender that had objects in more then 1 scene.
* sped up some of the XML reading functions.
Bugfixes:
- hddaudio now allocates it's decode buffer + AVCODEC_MAX_AUDIO_FRAME_SIZE
safety interval. (The former code expected all decoded audio frames to
be the same size which can hurt under some circumstances e.g. VBR files)
- writeffmpeg: some pointers where not initialized on start and after
deletion not set to null. Could segfault randomly on error conditions.
- drawseq: use startdisp and enddisp to decide, if a strip should be drawn.
(Just extend strips first or last frame beyond screen dimensions in
the previous version and watch the strip disappear)
Sequencer:
A call to view2d_do_locks() got accidentally added in main drawing loop,
causing an infinite loop of redraws when this option was used with more
sequence windows open.
Added missing view2d_do_locks() to zooming in Sequence window. Also
cleaned this call a bit.