Commit Graph

69 Commits

Author SHA1 Message Date
Joerg Mueller
6c5c58e057 2.5: Sound branch merge!
See mailing list for additional information.
2009-08-09 21:16:39 +00:00
Campbell Barton
bc093b4cc4 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r22205:22290 2009-08-07 04:41:15 +00:00
Campbell Barton
e7c53e20a1 gameObject -> blenderObject mapping was being created but wasnt needed.
Added utility func tag_main for (un)tagging every ID in a Main database with LIB_DOIT.
2009-08-07 03:51:28 +00:00
Brecht Van Lommel
1b1667018e UI:
* Added Constraints template and Add Constraint operator.
* Added toggle=True/False parameter to uiItemR, to get a
  toggle button (actual button) rather than an "option"
  button (checkbox) 
* Added OPTION/OPTIONN button type, to distinguish with
  TOG/TOGN.

RNA:
* Make all modifier pointers editable, including correct updates.
* Added notifiers and updates to constraints.
* Fix a stack corruption, pointed out by Andrea, and potentially
  causing crashes.
2009-05-27 00:03:49 +00:00
Brecht Van Lommel
af02a0aa4e UI
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
  uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
  in space_text.py.
* Buttons window data context icon new changes depending on active
  object.

Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
2009-04-22 18:39:44 +00:00
Ton Roosendaal
74b12d1d6d 2.5
Patch from Joshua, converting Grease Pencil to 2.5.
All GP data now is an ID block, allowing re-use, link and append.
For better contextual control within 2.5, these GP ID's will get
linked to actual data, like NodeTrees, Scenes, Images or Objects.
That will ensure Undo works, and opens up exciting new use cases
as well. :)

Patch note: on reading files, GPencils linked from editors will
get moved to the main library, using standard naming (indicating
where it was used), and with "Fake User" set. That way the user
can manually relink the pencils where appropriate.
We can check on just linking GP to some default, like 3d window
pencils to Scene? Nice to experiment with.

Notes for Joshua:
- for reading old GPencil, it has to use old code as well, meaning
  to tread data as "indirect data, within another ID".
- Saving ID data means the chunk in file BHead needs the ID_GD code,
  and not "DATA", which indicates 'indirect data'. That's the file
  format spec.
- I've added do_versions_gpencil_2_50(), feel free to further tweak
  things here, like linking things to scene or so.
- Formerly GPencil saved 2.50 files won't convert gpencil
2009-04-20 10:13:55 +00:00
Ton Roosendaal
1122b60f31 2.5
Animsys: added integrated copy of animdata in copy_libblock().
-> by default animdata-copy should relink ID data like Action,
   and put a facility to really duplicate it in other code.
   (single_user_animdata or so)
2009-01-30 14:23:31 +00:00
Joshua Leung
a017982074 Animato - Basic version patching support
This is work-in-progress patching support for converting animation saved in old system to work in the new one. 

* Only IPOs/Actions directly attached to Objects + Shapekeys are converted for now. More types will follow...
* This is currently done as a step outside of do_versions() due to problems with various pointers not having been resolved yet, but which are necessary for correct resolution of issues such as drivers... However, the current code does illustrate how the data should be converted to give best results/compat between the two systems.
* Still need to get the converted data working with depsgraph correctly. Currently, some of my testfiles work, but the BBB files still don't.
2009-01-22 10:53:22 +00:00
Joshua Leung
53ae509cc5 2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
2009-01-18 10:41:45 +00:00
Joshua Leung
023765eb48 2.5 - AnimData fixes
* Made AnimData blocks be stored as pointer instead of directly in the ID-datablock, so that fewer files will need to be recompiled everytime some animation settings change.

* Tried to fix some of the compiler errors that pop up in Yafray code. If this commit doesn't fix it, just disable Yafray code for now (WITH_BF_YAFRAY=0 for scons)...
2009-01-17 05:36:58 +00:00
Joshua Leung
44e5b7788b 2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. 
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. 
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) 

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
Ton Roosendaal
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
Brecht Van Lommel
ecc4e55b66 2.5
Context API

This adds the context API as described here. The main practical change
now is that C is not longer directly accessible but has to be accessed
through accessor functions. This basically adds the implementation of
the API and adaption of existing code with some minor changes. The next
task of course is to actually use this design to cleanup of bad level
calls and global access, in blenkernel, blenloader.

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context

Error, Warning and Debug Info Reporting

This adds the error reporting API as described here. It should help
clean up error() calls in non-ui code, but eventually can become used
for gathering messages for a console window, and throwing exceptions
in python scripts when an error happens executing something.

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
2008-12-18 02:56:48 +00:00
Brecht Van Lommel
b3c238e8bc 2.5: merge with trunk, previous merge was only up to yesterday.
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17416:HEAD
2008-11-12 22:03:11 +00:00
Brecht Van Lommel
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
Ton Roosendaal
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
Ton Roosendaal
9ebcaad82f Bugfix #17769
Someone managed to write over the protected part of ID name (python???).
This crashes blender in unexpted place, added error print for this.
2008-10-08 15:42:49 +00:00
Brecht Van Lommel
092a5b9fbd Fix for crash in freeing group nodes, node trees have to be freed
before materials.
2008-07-08 17:04:58 +00:00
Campbell Barton
ef0ea178b1 bugfix, off by 1 error when filling in uninitialized values for new ID values when the requested name length was greater to or equal to 21.
Also replaced incorrect use of strcpy with memmove since the strings overlap
2008-06-11 09:04:41 +00:00
Campbell Barton
110f927c63 Changed frame numbering to only alter hashes if they are in the filename (not the directory name) to fix bug [#10566] File Open Dialog replaces '#' with '0' in directory names.
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)

There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
2008-05-04 09:41:15 +00:00
Campbell Barton
57c1fbe557 remove old particle system.
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-27 18:26:20 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Campbell Barton
08f306c81c Made python scripts save and load in the blend file so you can have the same scripts running when you open a blend file.
Also scripts will re-run on undo rather then closing.

This is done by saving and loading the name of the script or textblock of the 'Script' datablock, connected to the ScriptSpace. This way when there is a name but the script dosnt run.
Blender runs the script or text block if available.
2008-03-06 21:25:15 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
Campbell Barton
a42e548e81 removed some more header files, made the game engine compile with removed header files, added includes to SConstruct files. 2008-01-01 19:20:49 +00:00
Campbell Barton
58bf29e389 removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for BIF_gl.h and BIF_glutil.h) 2008-01-01 18:16:10 +00:00
Ton Roosendaal
c79966be52 Blenkernel for 2.5 project, changes mainly are because of disabling
bad level calls. (which is not finished at all)
2007-12-24 18:38:03 +00:00
Martin Poirier
5dfef1ae35 Reverting to 2_2x BPY
I was careful in selectively rolling back revisions, but if you've committed changes unrelated to BPY mixed with BPY changes, I might have reverted those too, so please double check.
2007-12-17 20:21:06 +00:00
Campbell Barton
afb869fbe0 Python API Merged from branch,
http://wiki.blender.org/index.php/Rewriting_the_2.4x_BPython_API

Some areas are not yet finished, the 2.4 api can remain "import Blender" and the bpy api "import bpy" gives access to the new api.

Todo
* event, link, etc are not assigned to Blender.*
* Scripts need to be tested and updated.
* Scripts cannot mix bpy and Blender modules anymore.
* Makefiles need to be updated (only works with scons now)
* Make the 2.4 api optional with IFDEF's
* Lots of testing and small fixes
2007-12-16 03:42:41 +00:00
Brecht Van Lommel
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
Joseph Eagar
4f01085709 =ID Property update=
ID Properties weren't being duplicated (by shift-D or any of the other
duplication functions).  So now ID properties are duplicated in the 
main copy_libblock function, which (as far as I can check) covers all
ID-contained ID properties.

I also updated the constraint system to copy pyconstraint ID properties
on shift-D.

This would probably be a good thing to add to the stable branch, btw.
2007-07-09 20:42:14 +00:00
Diego Borghetti
ee0c3245e7 Fix possible segfault in blender.
tname can be bigger of 21 character, in that case
strncpy don't put the final '\0' to the name this.
2007-06-06 15:11:16 +00:00
Ken Hughes
170a0cbeb4 check_for_dupid() was checking wrong variables for on name changes; could
allow IDs will null names ("") to be entered into listbases multiple times.
2007-05-06 21:42:43 +00:00
Campbell Barton
c7b1e5c11d export_fbx.py - support scene start/end frames, fpx, mist settings, better default camera writing.
BPyObject.py - function for getting an objects armature, look at both parent and modifier.
editmesh_add.c and BPyAddMesh.py - check for multires
filesel.c, Append/Link had a bug where files linked in, didnt have the LIB_APPEND_TAG unset, and appending these into a new blend file would link instead.
BKE_library.h, library.c - utility functions for flagging listbases flag_all_listbases_ids and and flag_listbase_ids
2007-04-20 18:48:30 +00:00
Campbell Barton
76420c2fec appending libdata no longer breaks all external references.
Existing data is flagged with LIB_APPEND_TAG and all_local only has an option to only operate on un-flagged data.

If you append an object thats linked to a material alredy linked in your scene, the material will not be made local.
So at worst youll need to make local some of the datablocks.

This is fairly simple and though my tests show it to work, do some tests on your own libraries before assuming its problem free.


scripttemplate_mesh_edit wasnt updated with PyAPI changes and moved some functions into generic places.
2007-04-07 17:35:47 +00:00
Campbell Barton
6a684948fa All data in blender's libBlock linked lists are supposed to be sorted but in some cases wernt.
The problem was that new ID's that didnt have any naming collisions whould not run sort_alpha_id, which lead to most images not being sorted.

Simple fix is to make sort_alpha_id run on all new ID's. but we need to make sure all data is kept sorted. maybe a check when running in debug mode would help.
2007-04-06 10:08:48 +00:00
Ken Hughes
b8e425af7c Revisions to previous change of new_id().
Note: the intent of the original modification (and these updates) is not to
change how new_id() functions.  What has been done is to pull out the code
which calculates a new name for an ID in the case of duplicate, as would
happen when you copy any datablock, into a separate function.  This code is
necessary in the new Python Library module, since it otherwise is extremely
difficult to locate a new datablock appended from a library.  new_id() calls
this separate function to generate a name for the new ID if necessary, just
as it previously did.

To make the purpose of this new function clearer, I renamed it
check_for_dupid() and added more extensive comments.  I repeat, it's not
meant to be a substitute for new_id().
2007-03-29 04:55:29 +00:00
Ton Roosendaal
d1315a342d Bugfix: function new_id() was allowed to be called with NULL.
Caused by Ken Hughes commit of 5 days ago

Note; dup_id() will go away, is not according to Blender spec.
2007-03-26 13:02:43 +00:00
Ken Hughes
3a834803ef Python API
----------
Support for new bpy.libraries module, which is being proposed to replace
the Blender.Library module.
2007-03-21 02:23:28 +00:00
Ton Roosendaal
d473b4b17d Plumiferos-reported Proxy bug:
Appending a scene (i.e. "make local") didn't set the correct library
tag in linked proxy. That caused file saving to ignore the proxy object.
2007-01-25 11:59:29 +00:00
Ton Roosendaal
634fe56fbe Bugfix #5316
Order of freeing of Blender database is important, but the past year(s)
new database entries were added in wrong places, so freeing could go in
wrong order. In this case it was Groups being freed before Objects. But
there are more errors...

It only shows really in Windows, since it's the OS that is sensitive for
writing data in freed memory. For other OSes it doesn't make Blender more
stable, only mem-frees happened, no mem-allocs.
2007-01-18 15:23:28 +00:00
Ton Roosendaal
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
Ton Roosendaal
20ac94e8f0 Two hours of fixing details based on Klocwork source review. Useful report,
although it has a lot of noise. Not to mention our bad string code gives
a load of warnings.

I've reviewed specifically:
- file reading/write
- dna and library code
- node system
- entire render module

Done a couple of files in src/ too, seemed to be nice errors.
2006-12-01 19:52:04 +00:00
Ton Roosendaal
eb03a578a3 New feature: Face Duplicators. Like vertex-duplicator, but now on a face
center, rotated according to face edges, and optionally with scale of the
face.

http://www.blender3d.org/cms/Face_Duplicator.828.0.html

Also: bugfix in undo/redo for relinking data to the UI. It was not checking
for Library data, accidentally linking non-library data with same names.
2006-11-29 08:57:32 +00:00
Ton Roosendaal
604b423032 - Library linking feature: global undo/redo now doesn't read the linked
library .blend files anymore, making it a load faster to use.

- Fixed ancient annoyance; samples were not properly freed, giving a lot
  "Error Totblock" when using sound.
  This fix also involves removing an ancient NaN hack, which treated the
  samples as fake Library data in the Main database.
  But still, the Blender Sound and Sample code is horrible... :/
2006-11-25 13:07:28 +00:00
Joseph Eagar
8768707610 =ID Properties=
This commit adds supports for per-ID properties to blender.
See http://mediawiki.blender.org/index.php/BlenderDev/ID_Property
for more information on how it all works.

ID properties are accesable by python; but note that 
bindings have only been added to Object and Material thus
far.  However adding more bindings is easy and I plan
on adding several more hopefully within an hour of this inital 
commit.

A generic UI panel is also planned, that will go wherever its
needed; for example in the material buttons, editing buttons, etc.
I'll likely submit the initial code for that as a patch, though,
so matt and ton and others can go over it and make sure it's
all good. :)

VERY important, if you intend to use ID properties please
go to http://mediawiki.blender.org/index.php/BlenderDev/PropertyStandards
and start writing the appropriate standards for it.
2006-11-17 04:46:48 +00:00
Ton Roosendaal
02baf30e55 New feature: imporant missing option for use of Libraries: access to to the
file path where library is read from.

In Outliner, choose new view mode "Libraries". A ctrl+click on the library
name then allows to change the file name or path. Note that when you change
the file name, nothing is being re-read or re-linked. Only after saving the
.blend file and reading it back the new library is used.

This feature allows to cleanup library usage. You can make files relative,
or reorganize a project. Just keep in mind that you cannot use this feature
to fix .blend files that link to non-existing other files. That because the
lost data is actually not read at all, so cannot be saved either.

Currently, library errors are only printed in the console... quite
important to keep track of when using Libraries.

Implementation note: this Outliner view mode can become expanded to a full
"Database view", showing something similar as SHIFT+F4 databrowse does now.
2006-09-06 09:51:30 +00:00
Brecht Van Lommel
4ee3515bf1 Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
  to be used in texture paint, vertex paint, weight paint and sculpt
  mode also.
- Being a datablock, these brushes can be saved, appended and linked.
  They have a fake user by default, to make sure they are saved even if
  not selected.

Image Painting:

- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
  be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
  added, code taken directly from vertex paint.

Note to project files maintainers:

- The img module was removed from SCons and Makefiles, and this should
  be done in other build systems also. I'll wait to remove the module
  from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
Ton Roosendaal
46110ec06b Bugfix: (own todo)
When you rename a generated image, like "Render Result" or "Composite"
the float buffer in this image had to be copied, otherwise a next render
will make the renamed Image buffer invalid.

Note that renaming will not mean the images get packed or saved! So on
reloading .blend they're gone.
2006-07-07 17:08:04 +00:00
Ton Roosendaal
fd1d3779d0 Fix for appending data from other files: if this appended data
again was linking from another file, this relationship was not
corrected (lib_indirect -> lib_extern), so also not saved in a file.
2006-03-05 17:35:06 +00:00