This patch fix two bugs related to CreateConstraint().
1. Disable linked collision only working with 6DoF constraints.
2. If all pivot axis rotations setted to zero the linked object disappears.
{F101374}
Reviewers: moguri, sybren, brita_, lordloki
Reviewed By: lordloki
Subscribers: p9ablo
Differential Revision: https://developer.blender.org/D704
Things here are simple, selected bone joint could have same priority as
unselected bone, so bone would always win. Gave joints a little more
priority than bones, usually user will be more precise just to select
the joint anyway.
frame start.
Issue here is that if we failed to get an image from the cache, we would
try to load from file. This would fail when the queried frame was less
than the animated sequence start frame, and invalidate the OK state of
the image.
Solution is that when loading from cache succeeds, we also reset the OK
state of the image for animated textures.
The fix might be relevant elsewhere too, but kept it isolated just in
case.
We need to use 'W' widechar variants of win funcs and convert wchar to utf8-encoded bytes
in those cases, sigh...
Note: theoritical fix only, need org reporter to test it...
- spiral scheme is much more intuitive here. Also use float number for
spirals to avoid having samples on the same radial direction when sample
number is divisible by spiral number.
OpenGL is detected:
Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.
There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.
For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)
The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.
Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.
A user preference flag is provided to turn the warning off.
Now stop posting those bug reports without installing a driver first -
please?
Two issues in this report:
* Shift-F key conflict between painting and selecting mirrored bone
(moved select mirrored to ctrl-shift-F)
* It was possible to display texture overlay in weight painting, even
though the mode does not support textures yet.
Naming here is slightly misleading. We have:
* Number of elements (objects) that can be picked
* Buffer size
* Number of integers in buffer.
Interestingly enough, bufsize in OpenGL (as far as I could find in
examples on the web) and in most of the code refers to the latter and
actual buffer size is only used whenever we do allocations on the heap.
Added an extra defines here to make things a bit clearer:
* MAXPICKELEMS refers to the number of objects that can be picked
* MAXPICKBUF refers to the number of integers in the selection buffer
Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4.
That means that some parts of blender will use less space for selection
now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be
changed at any time, but I think 10000 integers on the stack touches the
borders of uglyland anyway.
Was returning NULL, auto-completing:
bpy.types.Material.bl_rna.properties["type"].
Would crash, accessing 'default_flag', thanks to @lukastoenne for investigating.
This was still the known issue with pixel center, original commit didn't cover all the
cases by the looks of it.
Should be all fine now, but much more intense testing is welcome.
Show World will now influence if world is rendered in opengl rendering.
This is a little undefined according to blender history, since sky used
to always be drawn when offscreen rendering, as if "Only Render" was
ticked. Since if we don't draw sky in that case there's no valid color
really (and using theme colors is not so nice) we just draw transparent
background.
internal api Consistency.
For the records, I suspect there are still a few cases of this. I found
this by chance (moving an object to a different layer), and I ran into
the previous one (fixed by Campbell) as well (by adding a cube).
Anyways, since it only happens when building with crash on asserts is
not a big issue. But by the time we change RNA to use bool instead of
int it would be nice to do a call for test to prevent those breaks.
patch number D706 with changes:
- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.
Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.
- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.
- Did not port changes needed for GLES to regular glew.h
- Got rid of duplicate or very similar new functionality.
Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.
It also provides a nice substitute function for glu error descriptions
ED_area_data_swap would put the screen in an invalid state and crash.
(SpaceLink.spacetype didn't match ScrArea.type)
However behavior is still odd in the instance of the report.