Age | Commit message (Collapse) | Author |
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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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- set matrix values not to be animatable
- some matrix values were still accessed as 1d arrays.
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quicktime & sndfile options.
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Compositor: MultiLayer image node: on using layer menu, the entire
multilayer file got freed, causing node to collapse and open full
again after a composite.
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- commented unused View3D->flag's
- popup dialog now centers over the mouse
- only overwrite image alpha with render settings on save if saving the render result.
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When duplicating a mesh that has a mask modifier on it,
the invert option of that modifier dis not copy over.
Report + fix provided by Jacob F. Thanks!
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all bones instead of all faces
face mask mode overrides pose mode keys. also removed function call from transform code.
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caret behavior
Caret wasn't wrapping.
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Outliner: if bottom slider was hidden, you still could not click there
on items. Code was using region-mask to clip input, but the mask is not
adjusted for sliders now (keeps view same).
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red-alert drawing when input doesn't exist. Will help debugging
when messing with uv-layer names, vertex groups, etc.
Also closes bugreport #24905
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IRC reported by OniNiubbo
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Save or load .blend file shows cursor 'wait' again. Is clear to indicate
a totally blocking operation.
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This define wasn't set in some parts of the BGE causing problems with the view matrix.
in CMake define for the entire BGE fixes this.
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reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
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[#24170] Camera inside volume error
[#24838] Light inside Volume material drops on it's walls - it may be double
Problem in a previous bugfix commit, reverted back, the original bug is still fixed too.
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in edit mode
zero length arrays were still having their members accessible.
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Also made it NULL, looks nicer than 0 ;)
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Compositor: Texture node only allowed 1 user, with more nodes using it
there was a thread conflict, using same memory for writing values.
Also: brought back the original intention for texture nodes, which is to
be using a "procedural image", not allocating memory for a buffer, but
only allowing to read per pixel. Commit in 2007 (!) allocated full buffers
for texture nodes, without using them even.
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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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We had 3 reports of not being able to add images in editmode which was a workaround for redo in editmode bug.
Rather then having it use operator redo, just give an OK button.
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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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Blender MultiLayer openEXR files now save with correct scanline order.
Code also provides backward compatibility. Also thanks to Troy Sobotka!
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Adjust hard and soft limits on proportional size operator property.
Prevent zero in old files with reset if under hard limit (in tools settings).
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prevent eternal loop
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drivers allow scripts to add functions directly.
- bpy.app.driver_namespace, read-only dictionary, edit in-place.
- reset on file load and new file.
- on errors the namespace used to be reset, this should not be needed.
simple example.
def driverFunc(val):
return val * val
bpy.app.driver_namespace['driverFunc'] = driverFunc
... now all drivers can access this function.
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combing hair the view matrix wasn't updated so depth comparison was incorrect.
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glEnable(GL_COLOR_MATERIAL), this is documented to be incorrect.
On my system it set the ambient color value to 1.0.
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(userpref->system), with a great help from brecht (its been way too long
for me).
However as brecht pointed out that the non-AA text is slightly lareger
then AA'ed Text :S, i did not do anything about this as this commit was
just the option not the text drawing.
this commit also makes it possible to do all kinds of UI textrender options
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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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collection["name"],
added r31826.
This is valid python syntax but I rather be strict with data path format else it becomes harder to parse them if we try to support this.
it means checks like fcurve.data_path.startswith('pose.bones["SomeBone"]') isn't ensured to work, since blender uses "" quotes everywhere for keyframe paths I dont think its an advantage to allow users to do it differently.
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* RNA fix for my last commit, we want the last 3 items of the array, not the first 3, added get/set functions.
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lost anyway
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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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* Code was using tex->extend instead of vd->extend.
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border and circle select do.
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- glReadPixels() was running to get the depth on each pixel, this works fine one some cards but was locking up on OSX.
- Replace glReadPixels() call with a single call to view3d_update_depths() right after view3d_validate_backbuf(), so the depths are only read once.
- Unrelated to the changes above, but should improve performance: view3d_validate_backbuf() was being called on every redraw while combing, now only call once when combing starts.
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calls glReadPixels() for the viewport which is slow on some systems and the depths are currently not used.
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not necessary
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RNA_struct_is_a + making rna_sensor future proof
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and AO multiply mode.
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