Mesh with very strange topology makes loop-select (ALT+select) crash.
Missing NULL check for do-while loop that can return NULL.
For Campbell: here's the file to check: http://www.pasteall.org/blend/21576
Browsing screens via menu disabled screen editing (area divider drag) and made
popup menu hanging (select same editor for example).
Caused by bug fix#35434, commit gets rewinded, and report reopened.
- Added MaskLayer.splines.new (which creates single spline
and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
were no properly updating when rendering animations.
The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
Use center of currently visible frame part instead of
center of the whole frame for position of marker which
is adding from toolbox.
Used separate operator for this to keep operators more
atomic and not confuse with lots of conflicting properties.
* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore.
* Don't show Script Category for Blender Internal nodes.
This was caused by a "hack" Daniel Genrich introduced in his moving obstacles commit in r46050. I suppose it was originally added to prevent issues with too fast moving obstacles, but now it ended up limiting maximum velocity of higher resolution simulations.
Here is an comparision of 184 resolution simulation (simulation area limited by adaptive domain):
https://www.miikah.org/blender/smoke_with_pressure_limit_hack.pnghttps://www.miikah.org/blender/smoke_without_pressure_limit_hack.png
I now reverted that hack until a better solution is found. Daniel, can you check this out? Pressure was limited to maximum of dt * dx (= dt / res) which doesn't make sense to limit pressure based on grid resolution. Maybe better to limit with a constant factor instead?
Need to initialize FFmpeg for animation player.
This is a bit confusing, but the only way to do this
properly and clear is to call IMB_ffmpeg_init from
playback_mode command line callback.
This is because this callback is blocking and
"usual" FFmpeg initializetion (which happens after
command line parsing) was never called.
Could be switched to separate FFmpeg initializtion
and debug level set but let's keep simple for now.
of threads to the number of cores when the fluid is created. Rather it is now
set to 0 which means "use the number of threads specified for the scene".
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.