- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
applied to python api and exotic.c, removed some args being passed down which were not needed.
keyword args for new mathutils types were being ignored when they should raise an error.
of both ends of strokes. The three cap types are: 1) butt caps (flat);
2) round caps (half-circle); and 3) square caps (flat and extended).
Also implemented an option to join those feature edges of the same
object. These options are available in the "Stroke" tab of the
"Freestyle: Line Style" panel in the Render buttons.
* Cycle code had difficulties handling the transitions from one cycle iteration to the next one.
* Now the transition frames are handled manually so that:
- cycles before the actual fcurve data respect the first datapoint
- cycles after the fcurve data respect the last datapoint
* Also fixes a bug where the count of "before" cycles was off by one from the given value.
* Override the default render name in the case of the sequence renderer scene being included as a strip in the sequencer.
* Somebody with deeper insight to the rendering pipeline should probably check if this is the best way to handle this.
This is a more general problem that drawing functions would skip faces when the original index could not be found, screw result for example wasnt visible in editmode too.
Fixed by adding a material set argument to DerivedMesh->drawMappedFaces(), this was already being done in some of the other drawing functions.
- fixed WM_OT_context_cycle_int was causing problems with int overflow, now it cycles properly.
- rename QUOTE macro to STRINGIFY_ARG, and added STRINGIFY, which is used more often since it gives the value as a string.
There were actually two bugs, the one reported and that the Sync Callback never has been called after someone had to add #ifdefs around the call without checking that the build systems are even configured to add the needed definition, am I right Cam? :P
Related to another bug fixed recently, both viewer + split viewer
could be set to output to the same image. That also could make node
tree localization/sync go wrong.
When there are 2+ consecutive deform modifiers, the second modifier was getting incorrect normals, this only showed up for the displace modifier since its the only deform modifier that uses vertex normals.
It would have been easy to fix this by always calculating normals on deform modifiers, but slow.
To fix this I added a function to check if a deform modifier needs normals, so the normal calculation function only runs if there are 2 modifiers in a row and the second uses normals.
* Sequence speed effect was functional in theory, but very difficult to actually use.
* Now the effect works as follows:
- "Speed Factor" (formerly "speed fade") controls the current speed of the sequence (can be animated).
- "Use as speed" (formerly "f-curve velocity") is now the default behavior so that the "speed effect" by default changes the "speed" of the sequence.
- "Multiply Speed" (formerly "global speed") is a scale factor that's applied to the calculated frame (can't be animated).
- Without animation "Speed Factor" and "Multiply Speed" work exactly the same (in this case "multiply speed" could perhaps be disabled in ui, but currently there's no easy way to check this).
- If "Use as speed" is not checked the effect simply remaps the current frame to the given "Frame Number" (can be animated).
- "Scale to length" (formerly "f-curve compress y")scales "Frame numbers" from 0.0-1.0 to the length of the target strip to allow easy animation.
* Tooltips added for all values and options.
* Code for frame blending was nowhere to be seen, so I commented the option out from ui.
* This should fix at least bugs #20979 and #21309.