- Display running job template in all sequencer modes
It was displayed only for sequencer mode without preview.
- Fixed proxy rebuild progress indicator
It was alsways zero because of incorrect rounding.
- Fixed timecode saving on windows (and probably some other platforms)
It was caused by incorrect opening file for writting -- it should
be opened in binary format "wb". This error caused incorrect
movie duration detection on windows.
- Fixed movie resolution detection for some movies.
In file attached to report, Blender detected resolution 1920x1088
instead of 1920x1080. Not sure if this fix is correct or it's
issue in FFmpeg, but it's something what mplayer using: store
width/height before running avcodec_open().
- Fixed frame number calculation when building timecodes.
It was rounding error caused some frames be positioned incorrect
in several cases (that each 6th frame rendered as next frame
from report).
The enum items for getting the brush tool (which the UI draws), would change after the 3D view first draws on exiting editmode.
Since the panel draws before the 3D view does, the UI had a glitch.
Fix by using psys_get_current() for the enum, rather then PE_get_current() which depends on an updated particle system.
- initialize the relative_path option in ED_fileselect_get_params(), saves initializing within every operators own init functions, some even trying to initialize a non existing property.
- don't set the operator default from the user preferece, operator property defaults should be static else python scripts for eg can get different defaults depending on user settings, this also wont get updated when user-defaults are edited so generally confusing & not good practice.
The instability considered here is due to a persistent failure of the
getFEdge() method in the Interface0D class and its subclasses in the
presence of smooth FEdges. When the Face Smoothness option is
enabled, the view map is populated with not only sharp FEdges (i.e.,
edges in the original meshes) but also smooth FEdges (i.e., newly
built edges lying on triangular surfaces). The failure of getFEdge()
caused many related issues because the method is widely used in other
predicates and functions that rely on it. The most prominent example
of related user-visible problems is a constant failure of the built-in
MaterialF0D.
The main issue and related problems were addressed as follows:
* A bug in the construction of smooth FEdges was fixed. Individual
smooth FEdges, even when they were detected as a series of smooth
FEdges that constitute one smooth ViewEdge, may have some irregular
geometry in the form of non-uniform OWXFaceLayer::order values. The
OWXFaceLayer::order values were used in an inappropriate way, so that
resulting smooth ViewEdges may have an FEdge between two subsequent
SVertices that were indeed the same SVertex object. This was an
unexpected situation that getFEdge() could not handle.
* Another issue in the construction of smooth FEdges was resolved.
When sharp FEdges are constructed, two SVertices at both ends of an
FEdge are generated only when no SVertex exists in a given 3D position
(this way, the original mesh topology is reconstructed from a bunch of
independent triangles that the BlenderFileLoader class passes to the
view map creation process). This sharing of SVertices was used also
for the generation of SVertices at the two ends of each smooth FEdge,
causing the getFEdge() failure in the presence of smooth FEdges. The
workaround implemented here is to simply suppress the sharing of
generated SVertices when smooth FEdges are created.
* In the Parameter Editor mode, the built-in MaterialF0D was replaced
with a better implementation that works well with Curves and Strokes.
MaterialF0D does not work with these 1D data types.
- 2 new navmesh operators, reset and clear navmesh data.
- rename operators to be more consistent with existing names.
- some minor edits to draw function, was getting the custom data for every index when it already had the array.