This is only an indirect fix, in fact: this commit adds a public API to check
the maximum number of a given layer type (`CustomData_layertype_layers_max()`),
and uses it to forbid too much layer creation in `CustomData_merge()`.
This only affects UVs/VCol data though, but merge behavior in itself is not a bug
actually, how user managed to get thousands of different UV layer names remain
rather mysterious...
Curve parent requires valid path to exist for curve. If the path is disabled in
the curve settings, displist evaluation will check the dependency graph whether
the path is needed for parenting.
The issue was that changing relations in the scene chagned need of the curve path
but nothing tagged the curve to update it's path.
For now use direct call of DAG_id_tag_update from set_parent(). In the bright
future we might detect such a need in flush automatically in the depsgraph.
Vertex parent was using original non-modified nurbs list, simply because
it didn't have something else to operate with.
Now we've got deformed by pre-tessellation modifiers nurbs in the curve
cache which might be used y the vertex parent.
Main moving logic is moved to new `BKE_keyblock_move()`, which makes it available from anywhere.
In addition, move code was reworked so that it only loops once on whole keyblocks list,
and it accepts arbitrary org and dest indices, not only neighbor ones.
Partly based on work by revzin (Grigory Revzin) in his soc-2014-shapekey GSoC branch, thanks!
The issue here is that if no matching winid is found, we destroy all
windows and their context with them. This will also delete the OpenGL
textures associated with the initial context, thus we lose the icons.
This patch makes sure a window is always kept for later so the initial
context does not get lost.
Thanks to Campbell and Ton for the discussion on the issue.
Loading XML module, registering etree namespaces... etc
on startup for everyone on chance someone may want to export
an SVG from Freestyle is unacceptable.
This shouldn't have got through the review.
also disable loading when built without freestyle.
Features:
* Both still image and animation rendering, as well as polygon
fills are supported.
* The exporter creates a new SVG layer for every Freestyle line
set. The different layers are correctly sorted.
* SVG paths use data from line styles, so the base color of a
line style becomes the color of paths, idem for dashes and
stroke thickness.
* Strokes can be split at invisible parts. This functionality is
useful when exporting for instance dashed lines or line styles
with a Blue Print shader
* The exporter can be used not only in the Parameter Editor mode,
but also from within style modules written for the Python
Scripting mode.
Acknowledgements:
The author would like to thank Francesco Fantoni and Jarno
Leppänen for their [[ https://github.com/hvfrancesco/freestylesvg | Freestyle SVG exporter ]].
Differential revision: https://developer.blender.org/D785
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
* Fill brush did not do proper srgb conversion for byte images (reported
by Sebastian Koenig, thanks!)
* Color sampling for palettes did not refresh the toolbar.