Just remove that rotation special case for now, at least fixes the glitch along Z axis when rotating around Y axis in report.
Anyway, there is no reason for such special handling, we do not have real rotation in editbone...
Issue was caused by the way how audio output works from audaspace.
Now made it much closer to what's happening in ffmpeg.c and writeffmpeg.c.
Also fixed issues with incompatible combinations of codecs and formats
in mixdown settings.
Commit 162d6c73e3 changed the behavior of rendered viewport to use
viewport visibility, but that can cause some problems. For example,
mesh deform cage is drawn as a solid/textured mesh (not a wireframe
mesh) and its unnecessary surfaces and shadows mess up the preview.
There is a key conflict between grease pencil shortcuts and sculpt
shortcuts (D and ctrl D were taken by draw brush and dyntopo toggle,
respectively). Based on feedback, change dyntopo toggle to ctrl-T and
draw brush to X.
Also add missing property update for dyntopo detail size.
Note this commit only makes search menus wider and adds shortening to their strings.
Adding tooltips here is not trivial, would need much bigger changes...
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D341
This commit hopefully fixes all glitches we had when bone was Z-aligned. Note that when you init a transform
with a Z-aligned bone and change it to be non-Z-aligned, you will still get some brutal roll change,
there is not much things we can do here afaik...
renders were broken.
This was caused by rB1a79abdad2443ff9f12e7efd95ee78a264a9d60a which
makes a copy of the render layer list for thread safety. The single
layer passed to this function is still in the original list though, so
to get the correct index it has to be looked up there. Otherwise no
active index is set and all layers are rendered every time.
It would include/exclude shadow depending on the pass being disabled/enabled,
but that should have no influence on the combined render result. Now it always
includes shadow.
The render operator invoke checks render layers, which can force the
render layer to be activated. This requires a notifier, which has to be
done in the operator itself (can't do this inside pipeline code).