Age | Commit message (Collapse) | Author |
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merged)
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* Rename Legacy to Standard, it's not being deprecated as far as I know.
* Make option to toggle off Location solving work with Standard.
* Make it converge a bit better in some cases by enforcing a minimum number of
iterations before giving up.
* Move IK solver choice out of bone panel, it's an armature level setting and
should be set there.
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often takes several forms depending on its related noun's gender, in non-english languages). Note though this does not completly solve the problem (python "New" is still uncontextual).
Moved AUDIO context to ID_SOUND (let's try to keep this as simple as possible!).
Also done some cleanup. Relevant i18n tools edits will follow.
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Path rebuild may fail after certain editing operations. Instead of blindly
assuming that path rebuilds will always succeed, we now give up trying to
evaluate in case of failure.
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BKE_scene_update_for_newframe should be called before RE_BlenderFrame in
seq_render_scene_strip. It's not entirely nice, but bot sure about better
solution for now.
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Was own regressions since recursive sequencer commit.
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Patch by David M (erwin94), thanks!
Also made Vorbis codec using float sample_fmt, otherwise it didn't work
with new FFmpeg.
Perhaps we can make it more clear by explicitly separating audio_input_buffer
for float and integer buffers, but as far as it works i'm not so fussed about
this atm.
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Early output was not setting image buffer float color space
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There were two issues in scene strip rendering:
- It will skip rendering if scene doesn't have camera but uses compositor
- G.is_break will cancel preview rendering
Also removed Use Sequencer from scene's strip settings, it's not supported.
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available - or may not have UV data if in the wireframe view.
update the function to calculate the derived mesh with bmesh data-mask each time.
resolves bug [#33205] Bmesh "from_object" gives "no usable mesh data".
also found 'mesh_build_data' could run with non mesh objects and fail silently - add an assert.
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selected linked in face mode was crashing. (needs bmesh operator flags)
also some style edits, remove unused includes and change triangulate modifiers use_beauty to a flag.
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Useful for bump map baking where a consistent triangulation should be enforced when baking/exporting/importing, to avoid artifacts caused by a different triangulation of the mesh by that which was used for baking by internal/external tools.
documentation is here http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/More_Features
Will probably add some pictures too to demonstrate the issue that is solved more clearly.
Currently using the skin modifier icon, will soon change that.
Review by Brecht, thanks!
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Own regression since image threading safe commit.
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Also fixed crash using --debug-ffmpeg caused by BLI_vsnprintf modifies
va_list -- need to create copy of list if this list is gonna to be reused.
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Own mistake in image threading commit.
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or baking. This basically means you will only have access to bpy.data and
bpy.context.scene, not current window, active object, etc, as those are not
thread safe anyway and were likely to cause issues already.
This fixes #30858, where the UI would lose buttons due to context getting
corrupted when editing objects in pre/post render or using luxrender. The
context access they did (indirectly) was only using the current scene or
data so they still work.
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also add UNPACK macros's. handy for printing vectors for eg.
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This commit makes BKE_image_acquire_ibuf referencing result, which means once
some area requested for image buffer, it'll be guaranteed this buffer wouldn't
be freed by image signal.
To de-reference buffer BKE_image_release_ibuf should now always be used.
To make referencing working correct we can not rely on result of
image_get_ibuf_threadsafe called outside from thread lock. This is so because
we need to guarantee getting image buffer from list of loaded buffers and it's
referencing happens atomic. Without lock here it is possible that between call
of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would
be called. Image signal handling too is blocking now to prevent such a
situation.
Threads are locking by spinlock, which are faster than mutexes. There were some
slowdown reports in the past about render slowdown when using OSX on Xeon CPU.
It shouldn't happen with spin locks, but more tests on different hardware would
be really welcome. So far can not see speed regressions on own computers.
This commit also removes BKE_image_get_ibuf, because it was not so intuitive
when get_ibuf and acquire_ibuf should be used.
Thanks to Ton and Brecht for discussion/review :)
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presence of markers still hangs.
also compiler warnings and some style edits.
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this node allows for more control for normalization of the mapped input range.
Made during BlenderPRO 2012 - Brasilia, Brazil :)
Idea and testing: Daniel Salazar
Implementation: yours truly
Reviewed by Lukas Toenne and Sergey Sharybin
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reduce strlen check in texttool_suggest_add()
use 'del list[:]' rather then 'list[:] = []' in python scripts which clear lists.
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already build
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data, since this would crash.
also rename modifier_sameTopology -> modifier_isSameTopology(), modifier_nonGeometrical -> modifier_isNonGeometrical()
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Histogram in Blender was nearly useless - it just didnt work, showed
confusing blank results.
Two reasons for it:
- It was including Alpha in the weighted total value
(RGB images have alpha 255 for all pixels)
- It was counting the a total weight value max(R, G, B, A), instead of
using max(R) and max(G) etc.
Now it all draws much nicer - similar to Da Gimp! :)
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were not merged due to complex differences)
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also initialize bmesh-bevel settings struct to zero to avoid possible uninitialized memory later.
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to avoid many small malloc's by passing a fixes size stack variable instead.
Will give some speedup to edge-split modifier and bevel.
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sharing the same set of vertices.
Modified the CDDM_merge_verts function (currently only used by the Mirror
modifier) to skip faces using all merged vertices.
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Sequencer recursion was never actually supported and only gives lots of
issues. Disabled it now, so users are not getting confused by semi-working
stuff.
Also made a correction to rendered sequencer preview, so now using scene
strip in it's own sequencer will work properly (it produced black frames
before).
This required killing compositor jobs since they could be using the same
render result as renderer called from sequencer uses.
Small improvements could be:
- Add slight delay before compositor job starts handling nodes so killing
this job would be fast
- Tag compositor to be updated after preview was fully rendered.
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without audaspace.
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BM_***_share_check()
some of these were only returning a boolean, others returned a count even though only a boolean was needed.
split some of the functions in two as well where check/count are both needed.
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to work around dependency graph limitations.
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For the record, AnimData vars should be named "adt", not "ad"
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BM_vert_calc_mean_tagged_edge_length() to avoid divide by zero when a vertex has no connected geometry.
also style cleanup.
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or Link Object Data methods
- Don't crash if there's any fcurves created for sequencer but no sequencer itself
- Don't copy sequencer's fcurves when copy new scene with linking data/objects method
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This commit allows you to set the RGB <-> XYZ axis colours used for things like
the mini axis indicator, grid axis indicators, manipulators, transform
constraint indicators, F-Curves (when using XYZ to RGB colouring option), and
perhaps something else I've missed. Previously, these places all used hardcoded
defines (220 * i/j/k), but the readability of these colours was often quite
poor, especially when used with certain themes.
The settings for these colours can be found under the "User Interface" section
of the themes (i.e. same set of colours is used across editors). I could have
made these per editor, but since it's unlikely that these will need to be too
different across editors in practice (+ being easier to version patch), they are
stored under the UI section.
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it was problematic for vertices to fire rays out and hit some unrelated-far-off geometry which is often not what users want.
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style edits.
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edit mode. I've made it follow blender internal now, but this system should
really be improved once, metaballs that are in linked dupligroups will never
show up.
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There were a bunch of other issues with dupli motion blur and syncing, the problem
being that there was no proper way to detect corresponding duplis between frames
or updates. As a solution, a persistent_id was added to the DupliObject. It's an
extension of the previous index value, with one index for each dupli level. This
can be used to reliably find matching dupli objects between frames. Works with
nested duplis, multiple particle systems, etc.
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