* Vertex color output now works even if there is a constructive modifier, like ocean sim, before dpaint.
* Fixed a crash when canvas mesh had no vertices.
* Fix: Smudge was also processed for incompatible surface types causing corrupted output.
Unfortunately, error was caused by own attempt to deal with some kind of broken
videos when was investigating crashes in sequencer. Issue discovered that time
was related on values stored in timecode index and using them as signed data type
later.
Trying to use unsigned value here leads to signed/unsigned check failures.
Prefer just to pre-process that kind of videos i've been trying to deal with
rather than making more global changes during BCON3.
This makes blender camera:
- Be located on exactly the same position at first frame after applying
Camera Solver constraint
- Be looking in exactly the same direction it used to look before
applying Camera Solver constraint
Before this patch in most of cases camera used to change direction
after applying solved data on it which can be confusing in some cases.
Currently solved files wouldn't be broken, but after solve scene should
be re-oriented. Not big deal because re-solving isn't so safe for scene
orientation anyway.
allow collection subscript to contain the library or None.
eg:
bpy.data.objects["Mesh", "/subsurf_test.blend"]
bpy.data.scenes["Scene", None]
# also works with get()
bpy.data.armatures.get(("some_armature", "//some_lib.blend"), None)
- no need to link to scenes when using a frame from the pydriver, this made linking rigs for eg, quite messy.
- advantage that we get subframe values (where scenes from was fixed to a whole number).
Only real bug was, that effect strips' start frame and length were editable. Made all four frame properties readonly on RNA level for those kind of strips (those for which get_sequence_effect_num_inputs returns a non-null value).
Also fixed the tooltip of frame_final_duration.
Added "Extend" flag to border select operators for editors:
- UV Editor
- Sequencer
- NLA
- Info Space
- Graph Editor
- File Browser
- Clip Editor
- Action Editor
- Channels and markers regions
Can be used for custom keymaps.
* Wave simulation speed doesn't anymore depend on surface size, but uses relative distances instead. This change will likely change simulation behavior on existing saves, but can be easily tweaked back using the "Wave Speed" parameter.
* Added a new wave brush type, "Depth Change". It uses the change of brush intersection between frames, giving a better looking "wake" for moving objects. It also doesn't leave any "dent" to the surface while remaining still.