* double default edge allocation size (double the number of verts/faces).
* CustomData_bmesh_init_pool was using allocsize & chunksize as the same variable. Now use type specific chunk size.
* bmesh copy and editmode conversion now allocate the BMesh mempool size needed for the entire vert/edge/loop/face arrays since its known already.
1) Old CMP_NODE_OUTPUT_FILE and CMP_NODE_OUTPUT_MULTI_FILE have been merged,
only CMP_NODE_OUTPUT_FILE remains. All functions renamed accordingly.
2) do_versions code for converting single-file output nodes into multi-file
output nodes. If a Z buffer input is used, the node is made into a multilayer
exr with two inputs. (see below). Also re-identifies multi-file output nodes
with the CMP_NODE_OUTPUT_FILE type.
3) "Global" format is stored in node now. By default this overrides any
per-socket settings.
4) Multilayer EXR output implemented. When M.EXR format is selected for node
format, all socket format details are ignored. Socket names are used for layer
names.
5) Input buffer types are used as-is when possible, i.e. stored as B/W, RGB or
RGBA. In regular file output the format dictates the number of actual channels,
so the CompBuf is typechecked to the right type first. For multilayer EXR the
number of channels is more flexible, so an input buffer will store only the
channels it actually uses.
6) The editor socket type is updated from linked sockets as an indicator of the
actual data written to files. This may not be totally accurate for regular file
output though, due to restrictions of format setting.
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
Looks like it was missed BMesh element index for faces in emDM_drawMappedFacesMat.
There was already call of BM_mesh_elem_index_ensure to ensure there's element
index for vertices, added flag to ensure there's also index for faces.
Split proxy build operator into three parts:
- Prepare context (IMB_anim_index_rebuild_context) which prepares all
needed data and stores it in an anonymous structure used by specific
builder lately.
- Build proxies/timecodes into temporary files (IMB_anim_index_rebuild)
This function will build all selected proxies/timecodes into a temporary
files so old proxies will be still available during building.
- Finish building proxies (IMB_anim_index_rebuild_finish) which copies
temporary files over old proxies filed and releases all resources used
by a context.
Context creation and finishing building happens in a main thread so
it's easy and safe to close all opened handles of proxies files and
refresh cache after rebuilding is finished.
This should finally fix#30315: Temporary proxy files are not erased and old proxys are not updated if the proxy is built more then once (windows)
There are a number of features that use a kind of "internal linking" in nodes:
1. muting
2. delete + reconnect (restore link to/from node after delete)
3. the new detach operator (same as 2, but don't delete the node)
The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes.
Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent.
The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
- If track was hidded in clip editor it wasn't highlighted in 3d viewport
even if it's selected.
- If two tracks has got the same bundle coordinate and one of them is
selected it might not be highlighted in 3d viewport because of
draw order.
Previously the function took 'invert' and 'add' parameters to indicate
what operation should be performed on the displacements, replaced
these with three named modes: APPLY_DISPLACEMENTS, CALC_DISPLACEMENTS,
and ADD_DISPLACEMENTS.
* ntreeCompositExecTree accessed 'ntree' before NULL check.
* BM_face_triangulate accessed 'f' before NULL check.
also quiet warning in BKE_text_to_curve() and add a check for BMesh bridge loops so it knows quicker if it can copy loop data or not.
Since FFmpeg 0.10 release FFV1 codec supports alpha channel which is getting
enabled when using PIX_FMT_RGB32 pixel format. This leads to incompatibility of
videos rendered in Blender with almost all external players (especially in OSX).
Seems that PIX_FMT_BGR0 is recommended to be used to make videos compatible with
older players which doesn't support alpha channel in FFV1.
Also added an option to switch to RGBA rendering if FFV1 codec is used and if RGBA
rendering is used FFV1 will be using PIX_FMT_RGB32 format which supports alpha channel.
Now constraints' space conversion code also uses generic armature_mat_(pose_to_bone/bone_to_pose). Previous own function (constraint_pchan_diff_mat) was somewhat inconsistent too with Hinge/NoScale/LocalLocation options...
As with previous similar changes, this might break some old rigs, in very specific cases (when constraint-evaluating an hinge/noscale/local_location bone in local space).
In the same part of code, removed unnecessary matrices copying, mult_m4_m4m4 can take the same matrix as input and output, nowadays...
Also found a bug-generator weakness in those armature_mat_ functions (if both input and output mat where the same, result was wrong, now systematically copying input mat, as done in LIB's matrix funcs).
Finally, factorized offset bone matrix generation into its own small function too, as it is used in two different places in armature.c (pchan_to_pose_mat itself, and restpose's where_is_armature_bone).
Note: I think all parts of blender's code related to that topic have now been tackled, but yet have to check BGE, it’s probably using that stuff too, one way or the other...
* Only have 1 python object per bmesh, vertex, edge, loop, face.
* Store pointers back to the python data in a custom data layer so as not to use more memory for normal editing operations (when pythons not running).
* Currently this data is created and freed along with the BMesh PyObject.
* Incidentally - this fixes comparisons for bmesh elements which wasnt working before.
Unlike the existing file output node this node has an arbitrary number of
possible input slots. It has a base path string that can be set to a general
base folder. Every input socket then uses its name as an extension of the base
path for file organization. This can include further subfolders on top of the
base path. Example:
Base path: '/home/user/myproject'
Input 1: 'Compo'
Input 2: 'Diffuse/'
Input 3: 'details/Normals'
would create output files
in /home/user/myproject: Compo0001.png, Compo0002.png, ...
in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base
given)
in /home/user/myproject/details: Normals0001.png, Normals0002.png, ...
Most settings for the node can be found in the sidebar (NKEY). New input sockets
can be added with the "Add Input" button. There is a list of input sockets and
below that the details for each socket can be changed, including the sub-path
and filename. Sockets can be removed here as well. By default each socket uses
the render settings file output format, but each can use its own format if
necessary.
To my knowledge this is the first node making use of such dynamic sockets in
trunk. So this is also a design test, other nodes might use this in the future.
Adding operator buttons on top of a node is a bit unwieldy atm, because all node
operators generally work on selected and/or active node(s). The operator button
would therefore either have to make sure the node is activated before the
operator is called (block callback maybe?) OR it has to store the node name
(risky, weak reference). For now it is only used in the sidebar, where only the
active node's buttons are displayed.
Also adds a new struct_type value to bNodeSocket, in order to distinguish
different socket types with the same data type (file inputs are SOCK_RGBA color
sockets). Would be nicer to use data type only for actual data evaluation, but
used in too many places, this works ok for now.