Sometimes split would fail to make a face - make sure it doesn't
crash if that happens.
Chain finding code for holes would sometimes go back to same
vertex on the face, which causes problems, so fixe that.
Also, disallowed a cut that starts at a vertex or edge and
cycles back to that same point in a face - this would make
a face with a repeated vertex, which may not be handled by
the rest of the system properly.
- edgebisect bmesh operator used uninialized beauty field.
- BLI_join_dirfile could read from before the string bounds when passed an empty dir string.
- pransform could use an uninitialized projected coordinate (unlikely but possible)
- RNA_property_path_from_ID_check would compare against an uninitialized pointer when the path wasn't found.
also have bmesh walker use BM_edge_other_vert() utility function.
- moved mesh conversion functions into their own file.
bmesh py api:
- can now create a new empty bmesh without first creating mesh data.
- added function to copy bmesh data back to a mesh.
- bmesh.from_mesh() can now get a mesh which isnt in editmode.
World Context:
* Made world id block wider
* Don't show texture user when Cycles engine is used
Other:
* Change Dopesheet > DopeSheet in User Preferences Theme section for consistency.
This is called when adding a multiries modifier. BMesh MDisps have
only one loop's displacements rather than a full face's, so don't
multiply by number of corners here.
- BM_mesh_normals_update was looping over all faces to find the largest one, this is no longer needed.
- calculating a face normal was looping over every faces corners twice, now only once - using the loops directly (not an iterator).
- face vert locations were being copied an array, now use directly.
- calculating the normals would copy a float vector for the next point in the face, which was never used (only current and previous used).
- was copying vectors to compute the normal, now just assign the float pointers.
These changes originated in r35321, which transfered MDisps to a
different memory allocator; this is no long used, however, so
post-merge it was just making an identical copy.
it's user count on free. That's how other spaces handles ID block (like
image editor, space clip).
This fixes issue when loading file without loading UI when current layout
has got background images set.
Also this hopefully will fix issue #30429: Background Images Lost on Save/Close/Reload
(median point was sliding a bit from it's original position)
This happens because of how transformation for stabilization calculates:
image is scaling around it's center, so image translation should be recalculated
after scale was changed, but scale also depends on translation. That's where
tricky things happens. It's still not ideal for case of rotation, but before
fixing this issue better to figure out usecase and see if it's indeed
so needed to scale around image center (it might only be helpful to use
stabilization parameters in compositor nodes).
Applied the keymaps hack which is used for other animation editors to allow
markers to be added and renamed anywhere from within the sequencer strips
region, instead of just when the cursor is over the scrollbar.
Other operations where the hotkeys conflict though (delete, move) can still be
done only from the scrollbar, or better still, from the Timeline.
Socket selection is indicated by a simple white highlight circle.
Multiple inputs can be selected by holding SHIFTKEY (just like regular node select). Only one output socket can be selected at a time for each node, but several outputs in different nodes are allowed.
The auto-connect operator will prefer selected sockets on nodes for creating links. If either the output or input side have no selected sockets it will fall back to the previous behavior of chosing 'best' sockets first (colors, then vectors, then values). This could be improved in the future, but is out of scope here.