Age | Commit message (Collapse) | Author |
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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* Old boids didn't have all of the necessary data for the new system.
* Changed the particles code so that a check for all necessary data is always done before starting actual dynamics calculations.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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Nurbs edit: 'switch order' crashed when order was higher than amount of
points.
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'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
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- Invalid step was used in curve_applyKeyVertexTilts
- Minor cleanup in editcurve stuff
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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scale.
* Rendering a scene strip updated all animation data to it's frame, so fcurves were left with the wrong value.
* Now the animation data is recalculated to original frame after rendering each scene strip.
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bpy.data.node_groups.new(name, type)
made some minor changes.
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Option "free all texture-images" after render, was also
freeing unsaved painted images. Now it skips them.
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* Don't assume that the original dm given to cloth modifier is a cddm
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correctly.
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* Cloth now uses the original derived mesh for simulation and a new dm only for applying the simulation result.
* Reverted Campbell's temporary workaround r33406.
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detailed explanation as to why this is needed in report.
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are used for runtime.
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check for alpha channel while saving images that have been painted onto.
It would be nicer to do this while in paint mode except this isn't so simple with project paint using multiple images at once.
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smoke are stored together:
* Separate caches were causing quite a lot of problems both in principle and practice.
* For example it doesn't really make sense to have different frame ranges for normal and high resolution smoke, but this was fully possible before.
* Also to fully bake the smoke you had to do a "Bake All Dynamics", which completely defeats the whole point of the feature!
* As a result of this change the smoke cache usage is much much simpler and less error prone.
* This is quite a big change, but hopefully there should be less rather than more problems as a result :)
Some other related changes:
* Changing the cache name now works for disk caches properly too, it now just renames the cache files so should be faster too!
* Smoke is now always forced to disk cache with step 1 on file load as there were some strange cases where smoke was trying to use memory cache.
* Disabled smoke debug prints from console.
* Disabled changing smoke parameters when smoke is baked.
Note to users: The unfortunate side effect of this is that old high resolution simulations have to be baked again, but in return you get much better and more logical functionality. Sorry none the less!
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This fixes Orig Dimension display (mostly).
* orx, ory both didn't get calculated, if dimension already matched
* putting them into Strip instead of StripData ment, that using images
of different dimensions in one strip could lead to incorrect results
Still TODO: on file open, timeline display happens before preview
display which means: orig_width and height are calculated after the
first draw of N-keys dialog. You have to hit refresh (or scrub one
frame) to get the right values displayed.
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Compositor: If scene render size changed, a Texture node didn't get tagged
to re-render, using previous size instead.
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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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Crash was caused by invalid utf8 sequence pasteing from the clipboard.
Prevent memory corruption by giving utf8slen() the same rules of bytes checking
as utf8towchar() does.
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loading the same font 3 times.
need to load twice still because render may use the font in a thread.
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cases.
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* Apparently some compilers don't respect proper operator precedence, so added some parentheses around to make inline conditionals unambiguous.
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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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now the derived mesh and the editmesh will always have matching faces.
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Crash in snapping, bvh tree. Wrong check for numFaces here.
Fixed the crash by adding test for face pointer, but not sure
what the coder intended here. Needs investigation, left XXX remark.
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not ported to 2.5x, implemented a bit different now to fit RNA better.
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window manages if mode==0, but had left the contexts manager variable which could be used later.
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browsing.
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* Smoke got emitted inside collision cells, so it got stuck there.
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- ortho grid now draws scaled by the view3d 'Scale' setting, venomgfx noticed this was missing.
- so as not to confuse add scale next to unit display text, so rather then "Metres" it shows "Metres x 1.5" otherwise its confusing that grid lines are not in exact units.
- changed grid spacing to grid scale (needed for more logical behavior with units)
- when units are enabled grey out subdivisions.
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start frame.
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an extern into a define.
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Mapping coordinates
Playback now works. The problem was that material/texture nodetrees were getting ignored completely, as I was assuming that all of these existed in the main->nodetree collection when in fact only the "group" nodetrees lived there. I don't really agree with this, but that's the way it is...
TODO: animation editor support still to come
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[#24849] changing objects to another layer causes segmentation fault
[#24848] Using an operator outside of edit mode crashes blender
[#24844] Crash related to the subdivision (aka subsurf) modifier
[#24843] ctrl+z crashes blender
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sequencer commits.
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* documented and rewrote the render interface of the sequencer.
(now, the geometry / render_type / etc. settings are stored within a
seperate structure called SeqRenderData that is passed within the code.)
* that fixes
* cache problems, since the caching system didn't keep track of
proxy files vs. final renders.
* is a necessary step, to bring back frame blending in speed effect
(the SeqRenderData structure elements are already there)
* will make motion blur render options available within the sequencer!
* this patch also fixes:
* "easy retiming" using speed effects. (in Blender 2.49, you could
add a speed effect and resize the source track to retime it to that
length)
* adds labels for the Original dimensions for Image + Movie tracks
(worked in 2.49, too)
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(Well, while testing this report I found this fix!)
Blender could crash after rendering a 2.4 or 2.5 file
The context before/during/after file reads is still fishy.
Need a more clear & clean mind to really check it from
scratch again.
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Fixed bug #20620, "VertColors and Flat/Soft imported from 2.49 are wrong
(MultiRes)" reported by Manuel R.
* Added function to load level-0 vertex colors
* Added function to load level-0 face flags
* Warning: the 2.5 multires modifier doesn't support multires vertex colors
or multires face flags; that data will be lost if you import it into 2.5.
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