If sound_read_waveform() cannot read the file (i.e. info.length is
zero), set the sound's waveform to a valid waveform of zero
length. This indicates that reading the waveform is done so that it
doesn't get tried over and over again.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D988
This parameter was confusing in three ways:
1. It should have been named "lock" because it was used to take and
release the sound mutex, not to indicate whether it was locked.
2. In the one place this function gets called the locked argument was
set to "true", so not much point in having it optional.
3. I can't imagine that it would ever be a good idea to skip taking
and releasing the mutex.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D988
This reverts commit fbc2909cef.
The reason for revert is that the commit made it so bpy.data is not set to any
of the new main (on both file open and file link/append) which basically totally
broke versioning code.
Needs some smarter solution there.
This was sort of a chicken<->egg dilemma, because after a maximized screen was restored, the screen handling used region
coordinates which weren't updated yet. I'm still not sure why, but this resulted in area coords that go beond INT_MAX.
To fix this I made sure the first screen handling after restoring a maximized screen is skipped, so that it's delayed to
the next call of wm_event_do_handlers (since this is called from main loop there shouldn't be a noticable delay or any
handling glitches).
Currently this is mainly useful for picking camera DOF depth.
- EKey over a distance field prompts you to pick a depth from the camera.
- WKey (Specials menu) to pick from the 3D view (when the active camera's selected).
This way addons and render engines which needs to do versioning code on files will properly
do it when something is being linked or appended to the scene. Previously that callback was
only called for the local main only, making it impossible to do tweaks on linking.
Added extra checks for constructive modifiers which might in theory cause deformation
motion blur. it's still not totally perfect but we're getting really close to what we
can do in the best case scenario.
This commit might cause some extra time being spent on scene synchronization because
there might be now some false-positive results, but render time should stay quite the
same as before (apart from cases when there is deformation happening which was not
detected before).
* Ensure that when new constraints are created, the new settings have sensible
default values.
TODO: we need to version-patch old files
* Fix problem with variable shadowing (which wasn't causing problems AFAIK)
From the looks of things, this was a typo. The result was that if you had a bone
with the minimum volume restriction in place, the bone would not get any thinner
when it was stretched out.
This commit adds a new type of volume preservation mode to Spline IK
which makes it possible to set limits on the minimum and maximum
scaling of bone "fatness".
* The old volume preseving mode has been kept but renamed, to avoid
breaking old rigs. "Volume Presevation" uses the new method, while
"Inverse Preservation" is the old one.
* The code and settings for this new xz scale mode are directly lifted
from the improved Stretch To constraint
Seems like a weird issue, but to sort panels "qsort" is used, which works slightly different on Windows. So all I had
to do was cleaning up the logic in find_highest_panel so that headerless panels are sorted, but that it absolutly not
allows headerless panels to be above normal panels.
I made sure it works fine on Linux as well.
There was a hard-coded check to exit the fileselector when restoring a view.
Now, when space types differ, flag areas as temporary and switch back to the previous type only in this case.
This means you can select a file while having a file-selector space type open, and not loose it every time.
This time, it's a dedicated operator user has to run before saving the file.
And it recursively check all IDs linked from each scene, therefore rendering
materials etc. previews using a scene they are used in.
Note the renderengine issue is not completely addressed this way
(existing code for icon previews seems to ignore completely other engines,
and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine
as fallback, also you can get a material linked to an hidden object in a scene, etc.).
Reviewers: sergey, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D980
Issue was, in case of using such stack within a structure, the '_' underscore
would be added in front of struct variable
(e.g. `my_struct.my_stack` would lead to (try to) using `_my_struct.my_var_pool` ...).
Now underscore is appended to var names, ugly but working.
Note did not touch to the alloca variants of those macros, since in this case enforcing
a pure local use is best I think.
Happens because material setting now occurs in the derived mesh drawing
routine as it should. However that means that it also happens during
selection and that influenced the drawing state somehow.
In 2.72 this did not occur because material setting happened during draw
setting (skip or draw) instead of after the draw setting passed (so
selection would skip it by use another draw setting function). Of course
this violated design but worked.
Made it now so backbuffer selection does not enable materials (it's
redundant in those cases anyway).
This could be ported to a possible 'a' release but as is classic with
display code there may be some other places that it could backfire.
Tested fix with texture/vertex painting and selection which use
backbuffer for both subsurf and regular meshes and it seems to work OK.
We can now use 'generic' data transfer instead.
Note new one is not an exact replacement, it should be able to do
everyting old op could do though, and more.
Needed to replace weight transfer modifier in WeightPaint mode...
Note this is not exposed to users in UI, shall remain technical intern
parameter imho. Esp. since behavior when several sources is a bit 'random'
(merely uses each source in selection order...).
Also, this correct a bug, where 'lib' linked objects/meshes could not be used
as source...
Own fault in rBb154aa8c060a60d to fix T42447... Reverted that commit, and added
kind of not-so-nice hack instead.
Note root of the issue comes from the special case we are doing here re 'Local'
space of parent-less objects. In that case, local space should be the same as
world one, but instead we apply the object rotation to it... This is inconsistent
with all other cases and could very well lead to other issues as T42447, but afraid
fixing that properly would be rather hairy - not to mention it would likely break
all existing riggings etc. :(
Should be safe for a 2.73a, shall we need it.