Making the reference argument optional for the addObject function.
```
scene.addObject("Cube")
```
This allows to keep the rotation, scale and position of the original object.
To avoid layer problems with lights if the reference arguments is None, the new object have the same layer than the active layers in scene.
Reviewers: lordloki, moguri, hg1, sybren
Reviewed By: hg1, sybren
Subscribers: agoose77
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1222
Was checking all vertices adjacent faces,
now just compare the difference between normal angles.
Also default to inverse-square for loopcut-subdiv falloff.
D1233, Adds a way to quickly open/close multiple panels by holding LMB and dragging over the desired panels,
Suggested by @maxon
The decision if the panels are opened or closed is made based on the first Panel the user drags over.
If it is closed, all panels he drags over are opened
(including the first one) if it's opened, they get closed (matching existing drag-toggle logic).
Tried a couple of things to trigger an update/redraw for the exact right
moment (sending azone update event, timer, delayed redraw, etc) but this
seems to work rock solid without being *that* ugly.
In some cases the graphic card supports quadbuffer, but not the display.
In this case it is nice to go back to a window that does not have
quadbuffer if you change back to anaglyph, interlace, ...
Otherwise you may be stuck with a flickering window
Currently there are bugs with physics objects in inactive layers,
character and softbody.
I added a function in CcdPhysicsEnvironement to know if a physics
controller is currently active and for soft body I added the correct function in UpdateCcdPhysicsController to re-add a softbody in the dynamics world.
The bug was introduced in D1243 commit 3d55859
Reviewers: hg1, scorpion81, lordloki, moguri, agoose77, sergof
Reviewed By: sergof
Subscribers: youle, moguri
Differential Revision: https://developer.blender.org/D1253
If we fail allocating a proxy texture don't fail, instead create a
smaller nearest filtered image to display in its place.
This can make viewing slow (it's an extra O^3 operation), but this will
probably help us render the tornado in 3D viewport in gooseberry and
still actually see something - despite the rendering taking longer.
I've added a debug print so we can know when this happens.
I'll enable this mode in Release builds once I figure out how to best
handle opening files that are saved with the quadbuffer mode.
In fact I think no display mode should be saved/read from a file.
Tested in Linux with NVidia 3D Vision and NVidia 3D Vision Pro with
NVidia Quadro FX 580 and Quadro FX 4600.
(kudos for the Visgraf Lab at IMPA, for having me around with all those
gadgets ;)
Thanks for Cédric Paille (cedricp) for the code snippets and tests -
T44327
This one was nasty, issue comes with temp/nofree CD layers that get 'removed on the fly'
from saved mesh CDData. Since mesh struct itself was written before that cleanup, it would
still have the old, invalid number of layers. That would lead to a buffer overflow when
loading data later (odd you had to do this twice (i.e. have 2 'ghost' layers) to get the crash).
New code prevents that by always making a copy of the mesh (we were already doing that mostly
anyway, since we were saving without tessfaces), copying (by ref of course) in it cddata,
and then writing mesh struct. Makes code a bit more verbose, but... it works!
This is a temporary fix until I get to investigate it more carefully.
It will help if the report could include the steps to reproduce it
besides the buggy file.
Note: RenderResult should *always* have at least a valid RenderView,
which is not what happens here.
We used the node data as a store for node execution,
bad idea, since the data itself is a template from which
execution data should be derived, never to be modified during execution.
Note 1: If you go to a render slot previously rendered and change
something in the compositing the buffer will still vanish.
This is an old bug, T44181, and not addressed here
(I'm basically just fixing the regression introduced with multiview)
Note 2: I have a work in progress patch to get rid of
RenderResult->rectf/rect32/rectz entirely. It still not working, and we
should have a working code base before doing refactoring anyways.