Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
The limit in the UI tooltips to set the amount of
images used in animation allow the zero value,
that cause a segfault.
This commit fix the UI, add a init value of 1 to
the node and also check in case that
node_composit_get_image return NULL.
Reversion of premul bugfix, as it was apparently not
working all that well.
Note that this brings back the bug where the erase alpha
paint tool won't display correctly, since the UV image
editor just draws images in key alpha now.
(which basically tells the renderer and compositor to expect a
key image) is now done at the image user level.
This does have some caveats, as image users don't always work
the way I thought they would/should (for example, the same image user
structure is apparently used in the uv image editor for all images,
which is kindof odd).
The UV image editor also now smartly detects if the premul option is
set and draws the image using key alpha, instead of premul
The subversion level was upped to convert the old premul flag, which was at
the image level, to the new one, which is at the image user level.
compositor node, another in render_realtime_texture. Note that multilayer images
in the image compositor node do not respect the premul flag (though I did write
commented out code for it).
As far as I can tell, the premul option never worked for multilayer images in the
image node, so I'm a little nervous about making it work properly there.
ton, any comments?
This is actually just the alpha value as currently being calculated
by the mist code. It is in many cases not very useful to have this as
alpha in shading result, also for postprocess and composite.
Note: this pass also works with "Mist" not set in World, of course.
* refactor copying and freeing of node->storage by handlerizing them.
- freestoragefunc
- copystoragefunc
- node_util.c/h have generic handlers for these.
This will allow python or plugin defined nodes to work as well.
(And fixes compile issues with MSVC in yesterdays commit for nodes)
Code provided by Nathan L.
Fixes in his code:
- free_nodesystem() was called too late (after guarded alloc was closed)
- free_nodesystem() was freeing nodes that were not malloced even
- free_nodesystem was using free, not freeN :)
- the typedefs needed to be malloced yes, to allow duplicate nodes like
group but also for dynamic nodes.