Patch by Martin Felke, many thanks.
When copying that modifier across objects, we also have to ensure that a skin CDLayer is present in dest objects (just as when adding it).
CHANGE: writing an animation in the ogg movie format now defaults to .ogv (ogg/video) which is recommended by Xiph.org for video
CHANGE: for .ogg files a check is added whether Blender can read it as a movie (is avi or ffmpeg movie), otherwise assume audio
CHANGE: the anim player now filters for the same extensions as the file browser
Added two options to a header of FCurve editor:
- Normalize which makes it so every individual
curve is fit into -1..1 space.
- Auto-normalize, which probably is to be called
"Lock" which "locks" curve normalization scale.
This is useful to prevent curves from jumping
around when tweaking it.
It's debatable whether it need to be a button to
normalize curves n purpose only, and it's fully
depends on animator's workflow.
Here during Project Pampa we've got Francesco
who get used to auto-renormalization and Hjalti
who prefers locked behavior.
Docs are to be ready soon by Francesco.
Thanks Brecht for the review!
become invalid because the render database is not immediately freed after the job finishes. To avoid access to dangling node pointers, store the function callback in the exec data itself. The node
pointer must not be accessed in the free function (wasn't used before either), these functions are purely for the execution data.
accesses the particle lifetime/dietime data before it is actually defined! This is a design flaw, but to avoid corrupted data for now just initialize the lifetime/dietime values for particles in advance
before evaluating the texture.
generally speaking, if multilayer image fails to load for current
frame doesn't mean anything bad. It might be used to make it so
image sequence is being alpha-overed somewhere in the middle of
scene time.
Made it so if the whole file fails to load, image node will
deliver black transparent color, the same what happens for
regular (non-multilayer images).
Also needed to tweak code in load_multilayer_sequwnce to make
sure no cached frames are pointing to a freed memory.
since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces.
developers note:
- EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free
- EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index
- EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free
- ED_uv_element_get -> BM_uv_element_get
Added a weight slider to track which defines
how much particular track affects in a final
reconstruction. This weight is for sure
animateable.
Currently it affects on BA step only which in
most cases will work just fine.
The usecase of this slider is to have it set
to 1.0 most of the time where the track is
good, but blend it's weight down to 0 when
tracker looses the track. This will prevent
camera from jump.
Tutorial is to be done by Sebastian.
Otherwise some invalid pointers will be left
which could be harmless if real object stays
local, but crashes when linking them to
another files.
Was discovered here in the studio during
Project Pampa, and the steps to reproduce are:
- Create lib.blend, put armature and cube to it.
Create a group with them.
- Create scene.blend and link group from lib.blend.
- Make a proxy from armature.
- Make group real.
- Add real objects to a group.
- Create comp.blend and link group from scene.blend.
This step will creah.
Added surface support to recent curve split operator, completing quick hack todo
Updated nurbs separate operator to make use of new split logic, completing tools todo
Added 'Delete segment' option to surfaces and improved surface duplication, used for split/separate
The issue was caused by uncertainty of current camera when
there're no markers to the left of current frame.
Now in this case camera from the top-left marker will be used.
My previous fix for uninitialized texture coordinates was not working well,
and in fact there was a bigger issue with GLSL drawing and missing attributes
with immediate draw mode. Now it will explicitly pass zero rather than having
it use whatever value was set last.
It was rather confusing from the user usage point
of view and didn't get so much improvement after
new bundle adjuster was added.
In the future we might want to switch resection
to PPnP algorithm, which could also might be a
nice alternative to fallback option.
The way node groups check for localized trees in the ntreeFreeTree_ex function does not work. When the main library is freed on exit it also frees genuine node groups trees (which is correct), but then
node groups referencing these trees will not find them in the library and interpret that as a localized group, attempting to free them a second time ... Nicer solution is to just use a special flag on
localized node trees so we can clearly distinguish them from genuine trees in main.
an input value. This is now a special case in the standard socket type drawing, but should eventually become a socket type of its own for the File Output node.
This aims to establish a common pattern for the various confusing draw callback function pointers in bNodeType:
draw_<purpose>_<nodetype>[_ex]
Currently there are 4 different types of draw callbacks:
* draw_nodetype, draw_nodetype_prepare: Main draw functions, allows specialized node drawing for things like frames and reroute nodes. Not exposed in the API.
* draw_buttons, draw_buttons_ex: Optional non-socket buttons, most commonly used callback. Extended version used in sidebar for verbose buttons that don't fit into a node.
* draw_backdrop: Draw elements in the backdrop (compositor only). Not exposed in the API.
* draw_input, draw_output: Specialized socket drawing for some nodes, only for OutputFile node. Should not be used any further and be removed at some point. Not exposed in the API.
This option is needed when vertex groups are used for both armature
deformation and the other purpose such as influence of mesh modifier.
Thanks to Campbell for code review!