* Suspicious usage of pointer:
short *type = 0; // this creates a null pointer
When this is later used for anything then blender would crash.
After following the code and check what happens i strongly believe
the author wanted to use a short and not a pointer to a short here.
* local variable where reused later in same function
While this did no harm, i still felt it was better to use a different
name here to make things more separated:
- moved variable declaraiotns into loop (for int a=0; ...)
- renamed uv_images to uv_image_set
- renamed index variable from i to j in inner loop that
reused same index name from outer loop
The iterator was redeclared 3 times. I fixed this to avoid future issues.
I commit separately because so the changes are less cluttered all over
the place.
The variable child was redeclared multiple times in the same function.
While this has not created any issues i still changed this to avoid
confusion and keep the usage of the variables more local.
The function validateConstraints() potentially causes a null pointer
exception. I changed this so that the function returns a failure as soon
as the validation fails. This avoids falling into the null pointer trap.
The 2 methods add_bezt() and create_bezt() do almost the same.
I combined them both into add_bezt() and added the optional parameter
eBezTriple_Interpolation ipo
Don't write the multichannel metadata when there is only a single layer,
and don't unnecessarily consider single layer images with Blender metadata
as multi layer.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
If no custom URL was set, add-ons would get a "Report a Bug" button opening
the default developer.blender.org bug tracker. Now we only add this default
button if the add-on is bundled and not installed by the user.
Premise: When pose bones are selected, applying a pose library should
only affect the selected bones.
This commit fixes a bug where the pose was also applied when there was
no overlap between the selected bones and the bones in the pose. For
example, applying a pose which contains only keyframes for the left
hand, while only right-hand bones are selected, would apply the pose
to the left hand anyway.
The code is now also slightly more efficient; the removed 'selcount'
counter was only used as a binary (i.e. zero or non-zero). It's now
stored as a bitflag instead.
Currently only covering handful of files from reports about wrong fps detected.
It will need D3083 applied first to get tests passed, also tests themselves
are to be committed to svn.
But there are some python code which needs to be reviewed, like blendfile
passed to run_blender().
Reviewers: sybren, mont29
Reviewed By: sybren, mont29
Subscribers: mont29
Differential Revision: https://developer.blender.org/D3096
This is an issue with which value to trust: fps vs. tbr. They both cam be
somewhat broken. Currently the idea is:
- If file was saved with FFmpeg AND we are decoding with FFmpeg we trust tbr.
- If we are decoding with Libav we use fps (there does not seem to be tbr in
Libav, unless i'm missing something).
- All other cases we use fps.
Seems to work all good for files from T53857, T54148 and T51153. Ideally we
would need to collect some amount of regression files to make further tweaks
more scientific.
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D3083
Each AnimData block has a set of Blend/Extrapolation/Influence settings
that can be used to control how the active action is blended with the
NLA stack. However, these settings were not getting copied over to the
newly created strips (as the push-down code existed long before these
settings were added).
This commit solves this in several ways:
* Active Action Blend/Extrapolation/Influence settings now get copied
to the new strips when adding them to the NLA stack via Push Down.
Note: This doesn't happen when there are no existing NLA tracks,
as these settings don't get used in that case.
* Strip Influence will be copied across when inf < 1.0 (i.e. when a
non-default value is used), to maintain the effect. To make this work,
the influence value will get added as a keyframe to the strip's
"Influence" Control FCurve.
- See code comments for an alternative approach and why that was not chosen
- Strip Time still doesn't get keyframes added automatically yet.
* To ensure the "extrapolation mode" settings don't get always overwritten,
I've put in place a compromise: the extrapolation will only get changed
if the chosen setting will cause problmes (i.e. hold forward & back -> hold forward
if there are other tracks before it already).
Not safe for backporting to 2.79[x] stable releases.
Now repeating the operator will use the previously chosen offset, either with
the modal operator or typed in. The modal operator will still start at zero.
Vertex group remapping utility function,
now shared between object join and array modifier cap-ends.
Weights which don't exist are removed.
D3092 by @Foaly
Main purpose is to make it possible to cover FPS detection with regression test.
But it might also be handy for some other scripters.
Thanks Campbell for review!