Loopcut operator now has two extra features:
- Pad plus/minus allows to change amount of cuts
- typing numerical input works too.
(Number input max is set to 32 now. The code doesn't allow editing
values or backspace it away, nor does it show in header...)
Thanks & congrats Daniel Macedo for his first patch! :)
applied in some cases, due to more opengl state switching. There are still
some differences in performance, but that's expected due to different opengl
draw commands used.
The real reason for this crash is that ocean modifier (in generative setting) does not properly set the derived mesh face ORIGINDEX data to ORIGINDEX_NONE. With this the previous fixes are not necessary.
Now, compositing, shading and texture nodes have a consistent muting system, with default behaving as previous (for compo), and which can be optionaly customized by each node.
Shader nodes are also GLSL muted.
However, Cycles is currently unaware of muted nodes, will try to address this…
This allows node type init code to have access to the nodetree type object (needed to allow generic muting node initialization). Huge and boring edits...
This fixed two issues:
* RAW DV-seeking has to be done using DTS. Sounds silly, but ffmpeg
tracks internal state in RAW DV format decoder and runs mad, if
we seek by byte. Don't know, why I haven't noticed that, when I
added it.
* real fix(tm) for #29295
problem was: we did AVFrame read ahead, and the pattern
read_frame -> decode -> read_frame -> do color conversion of first frame
works everywhere but RAW RGB-files which do some pointer shuffling
within ffmpeg to save a memcpy...
I removed read ahead completely, since it didn't work like originally
intented. Might come back later, but the original purpose (making
resyncing easier if we are completely lost in stream) it never
fullfilled.
* Vertex color output now works even if there is a constructive modifier, like ocean sim, before dpaint.
* Fixed a crash when canvas mesh had no vertices.
* Fix: Smudge was also processed for incompatible surface types causing corrupted output.
Unfortunately, error was caused by own attempt to deal with some kind of broken
videos when was investigating crashes in sequencer. Issue discovered that time
was related on values stored in timecode index and using them as signed data type
later.
Trying to use unsigned value here leads to signed/unsigned check failures.
Prefer just to pre-process that kind of videos i've been trying to deal with
rather than making more global changes during BCON3.
This makes blender camera:
- Be located on exactly the same position at first frame after applying
Camera Solver constraint
- Be looking in exactly the same direction it used to look before
applying Camera Solver constraint
Before this patch in most of cases camera used to change direction
after applying solved data on it which can be confusing in some cases.
Currently solved files wouldn't be broken, but after solve scene should
be re-oriented. Not big deal because re-solving isn't so safe for scene
orientation anyway.