Age | Commit message (Collapse) | Author |
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- float precision issue, details commented in the source.
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- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.
As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.
checked all local functions for consistency/correctness.
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copying metaball, lattice and armature datablocks while in editmode could segfault when they were freed, NULL these pointers on copy.
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A change in the poll callback that Available KeyingSet used to use
restricted its use to Object-mode only, while this could also be
useful in Pose Mode (though it would only affect all channels there).
Made this use a custom poll callback now that tests for whether the
active object has an action. This does mean that if you select a bunch
of objects with animation data, but the active object doesn't have it,
then the keyingset will fail to fire, but that's been marked as a todo
in the code.
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floats.
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header static for blenlib, blenkernel and editors.
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf().
also fix possible crash if CWD isnt available.
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Patch #25901 by Tobias Oelgarte.
Bone transformations would be converted back and forth between different
representations when changing modes, which due to numerical errors could
lead to bone transformations slowly changing as you edit the armature.
Now the editmode head, tail and roll values are stored in bones and used
directly when entering edit mode. Head and tail were already there but
now we ensure they are the exact same value, roll was not yet there, so
we have a version patch for it.
The sub version was incremented to 1 for the version patch.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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- the invert flag was only being used for multi-modifier, but there is no reason not to use this in normal cases as well.
- Armature modifier RNA name 'vertex_group' was incorrectly named 'vertex_group_multi_modifier' (own fault), confusion was caused by 'invert_vertex_group_multi_modifier' which was correct.
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name was misleading because the list items were removed from the source list.
(no functional changes)
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where normalized quat was incorrectly assumed.
This would have made bug #25003 very simple to find.
- Objects had their quats normalized when calculating their matrix, this is inconstant with pose bones and isn't useful for animation.
Also it wasn't normalizing the delta rotation so these would give bad rotations.
- Converting between rotation modes BKE_rotMode_change_values() assumed normal length quat. changing quat to euler rotation for eg could change the bone.
- Clear rotation and transform were not normalizing the quat when 4d loc was disabled on quat rotation, corrected and also made it so the quat scale is restored after conversion so animations curves dont jump.
There is 1 case in mat3_to_quat_is_ok() where quat_to_mat3 on an unnormalized quat is needed, for this I had to add an ugly static function quat_to_mat3_no_assert(), but overall its worthwhile IMHO to be able to find incorrect use of rotation conversion.
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- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.
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Binding code had off-by-1 error, which meant that when "Even Divisions" was disabled the length of the wrong bone would get used.
This error was most noticeable when the lengths of the bones were quite different - for example, a chain with 3 bones of increasing length. Thanks to "Julius" on BlenderArtists for catching this. Cheers!
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Also, simplified the binding code loop a bit to prevent this sort of error in future.
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not ported to 2.5x, implemented a bit different now to fit RNA better.
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Also, fixed indention in armature.c (stupid space-based indention)
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flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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- use sizeof() in more places.
- fixed some off by 1 bugs copying strings. setting curve font family for instance was 1 char too short.
- replace strncpy and strcpy with BLI_strncpy
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Fix for one of the causes of crashing.
Applying armature deform wasn't thread safe since the pose bones had deform data written into them when deforming a mesh.
This fixes crashing immediately, on every render for me but blender still crashes calculating the subsurf sometimes.
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mat4_to_loc_rot_size(), use this now for pchan_apply_mat4() to support negative scale, visual keying now uses compatible eulers.
also added access to this in python's mathutils.Matrix()
loc, quat, scale = matrix.decompose()
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There was a slight discreptancy between the tail values calculated on the spline before the head was displaced for the "chain offset" option and after this operation. However, only the original version got set.
This small difference resulted in B-Bones thinking that the endpoints of the bones were in places that they were not in, hence causing the curly patterns observed in the report.
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The bone option 'Local Location' (flag BONE_NO_LOCAL_LOCATION) makes the location apply differently so snap to cursor failed for pose bones.
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- armature_mat_pose_to_bone() was missing axis-angle check.
- added loc_axisangle_size_to_mat4() for completeness.
- use 'const' prefix where possible in math rotation functions.
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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Rotation" is disabled
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obj.path_resolve("location[1]")
- corrected comment from previous commit
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OBJECT mode
use lower epsilon value.
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- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases)
- removed DNA_wave_types.h (never used)
- removed Main.wave
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removed object_flip_name() & bone_flip_name(), use flip_side_name()
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broken behavior for backwards compatibility, it's been there long enough
now to be removed.
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Simple typo which meant that paths with 'Entire array' set could not be reimported properly.
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needed because proxies are causing libs to be linked directly when they should be kept indirect (likely slowing load times though I didnt time this)
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chainlen was initialized as 0
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Changed the point where the vertex groups are retrieved. Hopefully this commit doesn't break any cases I haven't thought of...
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Made the 'Influence' slider work for Spline IK too, and made that setting visible now that it works.
Note that there is still some popping that can occur when going to/from influence = 0.0. I'm not sure exactly what's causing this yet, but hopefully it won't be too noticeable in practice.
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beard/moustache without moving the roots about.
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Bone would get a '.' added even when there was no extension.
(center limit would still be useful)
- name flipping function used sizeof() incorrectly.
- ED_lorem should be extern.
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124-126 but isnt used by any build systems now.
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playback in one particular scene with 3 characters go from 10 to 13 fps.
(commit 27728 by Brecht from render25 branch)
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