fix for [#6580] invalid file names not handled consistently when saving
only affects windows, where invisible file stream could be created if filename contains ':'
When the IPO Editor is pinned, drivers will now be handled as if they belonged to the object that the ipo-belonged to when the ipo was pinned. This behaviour is more predictable than using the active object.
Intel Xeon only), doing a lot of mutex locking is really slow. Getting
the image buffer for each texture read then made using more threads
actually slow down the render. Now I've split up the function in two
parts, one parts that checks if the image is available, and another
that does a mutex lock and loading if needed.
Changes quite a lot of code, so hopefully doesn't break stuff, but it
seemed to survive test with rendering a number of frames using all
image types and many threads, though this kind of threading problem
only happens once in a while .. so hard to test for.
slight change to the fix suggested, the svg imported was assuming that
"fill:" and "#" being in a string meant there was "fill:#", but the # could be used for other properties.
FSA requires exr, so I've disabled the buttons too in that case. I also
noticed CMake doesn't enable openexr by default, but a lot of the render
code relies on it, so I've enabled it by default now.
* Added a new tool "Synchronise with Armature" (found under Channels->Grouping), which synchronises the grouping of action-channels and the grouping of their relevant bones.
This only works when the active object is an armature, and the action isn't pinned. All of the action's action-channels are removed from their groups, and are added back into groups according to the current grouping of their corresponding bones.
A bit of testing for weird cases is needed.
* Group colours are now not drawn if the group originally was using the 'default' colour-set.
The Outliner was being built incorrectly, leading to fake "IPO-Driver"-linked objects being shown under IPO's. These were caused by a missing break statement, which lead to the IPO case flowing on to the Action case. This could cause crashes with undo on some computers.
* in scene.c in blenkernel, set_last_seq (defined in src - editseq.c) is called... this may/may not need some stubs for game-engine stuff
* removed unused vars due to old particle-effects stuff
* BPath sequencer strip looper was only operating on the active scene, now look through all scenes.
* The active sequence strip wasnt being reset when scenes switched, so you could see the previous scenes strip when switching to a new scene.
+ Nearest surface point
+ Normal projection
+ Nearest vertex (gives similar results to nearest surface if the target mesh has many vertexs and is a lot faster to calculate)
^^ all bruteforce calculation for now
+ fixed matrix order multiplication
+ request for CD_MDEDEFORMVERT