- when rendering a scene, all composite trees of other trees should get
signalled the render output changed. This only happened with a composite
active in render.
- the Mix node "A" option only works in Composite, as accidentally visible
for shader trees.
This commit fixes displace modifier to propery support arbitrary uv
layers. This seemed like a fairly big usability bug,
as displace modifiers would use the active UV layer (and thus could change when
you changed the active layer). The modifier UI code now uses a menu for browsing
the uv layers, however only the uv layer name is actually stored, so that
adding/deleting layers won't mess up displace modifiers.
Whenever a displace modifier has an invalid UV name (for whatever reason) the
UV name is set to the active layer. This is checked both in the UI code and
in the modifier exec code, so all bases are covered. For deleting a layer, this
required upgrading the layer delete code in the UI to properly preserve the
active layer, to prevent unwanted behaviour. I hope this is an ok solution.
Brecht, Ben you might want to look over and make sure I didn't break anything. I don't
think I did, I tested as thouroughly as I could.
* Cleaned up the sculpt and multires palettes a bit to make them work correctly with the Rounded theme.
* Moved the DelLower/DelHigher buttons above the Level slider; necessary for some reason to render the rounded corners correctly.
One error is still visible, the Size slider in the Sculpt palette has an incorrectly-rounded corner below the Airbrush button, no idea why.
Preview render in buttons was not refreshed when changes in a material
happened, without preview visible. (like editbuttons, active mat index).
Now on re-entering material buttons, a re-render happens in these cases.
This commit gets rid of the #ifdef WIN32 I did for the FSAA code.
However it still manually defines the constant (if it's not already defined)
for FSAA, as I'm not sure which platforms have glext.h and I don't want to risk
breaking platforms before release.
Joe
This commit fixes problems with FSAA (full-screen video card antialiasing) with selection.
It turns off FSAA for the backbuffered select drawing function.
Since opengl's extension system is incomphrehensible to me (at least not without committing glew), I've
basically done a little hack that detects if the value we need for glDisable (MULTISAMPLE_ARB) is defined,
and if not defines it. Also, this commit only works on windows, because glx sadly seems to not support
arb_multisample at all, and in all likelihood neither does osx.
Joe
- Previous fix (commit today) for outliner-selecting and mode disabling
forgot to do this for texture paint.
- outliner: theme color drawing for background was using char with overflow
possibility.
Make manipulator compatible with snapping. At first, I thought this would have been a bad idea, but after talking to some people, it seem more confusing than not to have it act differently, so I'm bringing it in line.
Added new icons by 'jendrzych' for sculpt mode and transform snapping. I'll be
doing a lot more on this in the next release cycle, but I'm bringing these icons
over now since they're new features and we don't really have any icons for them
at the present.
Buttons: Missing linked-library lock reset in code could invoke error menu
Bugfix #5770
Renamed option "Clear Pose" to "Clear User Transform" to indicate that this
differs from rest-pose. This option clears all Pose channel transforms, but
leaves Action values in pose unchanged. Means that when you do this, an
'insert key' won't change the animation.
Own fix:
Missing test for NULL pointer could crash Image Properties panel for linked
Image data.
Partial fix for bug #5771, Multires tool deletes crease flags on edges
* Modified the edge flags code to support all of the edge flags (not just seams.)
* Added a new array to the Multires struct to store creases.
* For Mark Sharp, Clear Sharp, and Crease, displays an error if applied to a multires mesh not on level 1.
Crash entering faceselect mode in shaded mode.
The cause here is the new system that only preserves data through the
modifier stack as needed. The DerivedMesh and shaded colors could get
freed while still being used elsewhere.
Fixed part 2 of bug #5749, Modifier redraw problems?
* Added an object flush after changing the Edge level on a multires mesh so the edges update when a Subsurf modifier is active.
Note that "Optimal Draw" must be turned on in the Subsurf options, otherwise it draws all edges.
Fixed bug #5774, retopo - when using retopoall should give visual hint of what viewport is used for retopo
* Added a call to select_area so that clicking Retopo All will offer the user a choice of what viewport to use.
Fixed bug #5773, retopo - if in wireframe mode should give an error/warning
* Show error message for Retopo All button if view is in wireframe mode
* When toggling view shading, update view depth data if shading isn't set to wireframe
Fixed bug #5776, retopo - Retopo doesn't work with bezier curves
* Added check for 2D curves, since those obviously can't be wrapped onto a 3D surface
* Added check for bezier curves, those get processed in the same way as other curves now
* Added an object flush so that curves get redrawn properly after "Retopo All" is used
* Added retopo paint tooltip from ideasman
Fixed bug #5756, Rendering artifacts when MRM is not set to maximum
Several changes were made:
* Added function multires_level_n to get the nth level from a multires mesh
* Removed the changes I made some time ago to init_render_mesh for multires meshes. Previously it was making a full copy of the mesh object in order to be able to apply deformations to the Pin level and propagate them to the Render level.
* Added two functions to DerivedMesh.c, multires_render_pin and multires_render_final. These two functions work together in the mesh_create_derived_*_render functions to apply all modifiers to the Pin level, then create the DerivedMesh from the Render level, and lastly restore the mesh to its original (undeformed) state.
* Added a check in multires_del_lower and multires_del_higher to ensure that level indices are properly clipped to the actual range of available levels.
Image painting: in Windows the first pressure value can be too high for
some tablets. Now it ignores that first value if it is >= 0.99. I'm not
sure if this is always the case here, so needs further testing.
commited temporary fix: executable name is quoted for all platforms except Windows now,
nicely wrapped in #ifdefs. Will be doing nice wrapper function BLI_system for system calls in blenlib
after release.
Please test on all platforms!
Report had a very strange crash, which in the end appeared to be using
a filename of 165 chars long. This gave two bugs;
- the readBlog() function failed on that
- even worse: the struct Global still stored it in G.sce with 160 chars!
This is definitely an important issue... and (for the devs reading the
64 bits discussion) really not something allmighty coders are needed for!
:)
<sob>the 'time cursor' for bake-render has to go... it is being called
inside of a thread (even whilst thread is mutex locked), but that's not
supported in X11. It might be even instable in OSX/Windows even...
Only way to bring it back is to have the main loop (not in thread) update
the time cursor like each second. Would still mean to add a counter var...
will think it over. First want to have confirmed this is stable.
Composite: when using multiple scene render-nodes, and one of these
scenes got re-rendered (by making scene active temporary), the composite
cache should free the used buffers.
Now, on each render, all scenes in a Blender project are being checked.
Commit of patch #5385, to make forward cycling more
user-controllable. Previously it only worked on one axis,
which was auto-detected from movement. This allows forward
cycling to work in more situations, such as stair
stepping.
Displace modifier now increases user count for Texture it links with.
Note: user counters for objects should not be increased. This is handled
differently (delete object = clear modifiers)
fixes.
gamma.c made it return B_PLUGIN_VERSION instead of a hard coded 4.
I haven't had time to look at the other plugins but I'm guessing
the deal was B_PLUGIN_VERSION was still 3 and gamma.c was float aware
so it was bummped to 4. Now that B_PLUGIN_VERSION is 5 I'm guessing
the other plugins need to be updated so they are at level 5 as well.
(float aware) I'm going to work on it later today. At home with a
sick kid. This is all in reference to bug #5692
Kent