Crash was caused by invalidating scopes used by space clip editors. It shouldn't
actually happen in movie clip reload operator due to it will happen on NA_EDITED
notifier handler sent to movie clip context.
* Accelerated sRGB <=> linear conversion using lookup table, this can speed up
loading of images in the compositor and simple renders quite a bit.
* Dithering now uses the Floyd-Steinberg algorithm. Previously it would simply
randomize each pixel slightly, adding noise, now that should be reduced.
Patch #29309 by David M.
Instead of generally hiding all unused sockets in collapsed mode, the sockets now have a new explicit flag SOCK_AUTO_HIDDEN, which is only toggled when the hide_toggle operator is called. This way the auto-hidden sockets stay as they are when nodes are duplicated etc. The new flag is necessary to distinguish between manually hidden sockets (via hide_sockets_toggle operator) and automatically hidden sockets and restore the node state when unhiding a node.
Disabling mode switching in panning in 2d as it is disabled in 3d also.
Apparently, it is a not good idea to call modal method from a modal method as the last won't be canceled.
A better solution would be to mark all function in openexr_multi.h as forceinline or static, but this change just fixes it to work for the reason trunk works: the header defining the stubs is only needs to be included in one .c file
Special notifiers used for scene deletion which lead to undo pushes
after SCENE_OT_delete operator happening with scene still present in
the mainfile. That was a reason why operator redo used to restore
scene.
It's not so obvious why special notifier type is needed for scene
set and deletion -- it confuses undo system without having some
obvious advantages. Using "direct" scene deletion and setting
seems to be working fine so let's see if there'll be some issues
with this.
Blur width used to be calculated quite strange depending on current angle.
Also, it used to be using wrong formula to calculate distance between
current point and boundary line which made blur width almost useless.
Now actual blur width is doesn't depend on angle and use corrected formula
for distance calculation which makes blur width slider behaves more
predictable.
This commit might make old files using wipe+blur be rendered a bit differently,
but don't think it's indeed issue because old behavior was crappy to setup
something useful so don't think this setup was used a lot.
This was mostly only a problem when using Cycles, where NodeTrees are used to
control the world settings.
Also needed to knock out a few remnants of some bygone attempted optimisation
attempts which were preventing this from working (i.e. if a world block didn't
have any animdata, it's child nodetree would never get seen/tested). These
worked ok in the past, but are not that flexible for extension.
* CDDM_calc_normals
* CDDM_calc_normals_tessface
these match what we have in trunk - CDDM_calc_normals_mapping() is kept for more comprehensive operatons.
comparing bmesh to trunk, mesh_calc_normals() in bmesh is a much more comprehensive function, calculating mpoly,mface normals, where trunk only calculated vertex normals.
renamed:
* mesh_calc_normals() --> mesh_calc_normals_mapping_ex
* mesh_calc_tessface_normals --> mesh_calc_normals_tessface() - only calculates normals from tessface
* added mesh_calc_normals() - only calculates normals from poltys
this way we can have mesh_calc_normals() remain fast for parts of the code which only need vertex normals to be updated.
only refactor, no func changes- didnt replace mesh_calc_normals_mapping_ex() with mesh_calc_normals() anywhere yet.
Looks like some codecs depends on valid PTS set for frame to encode
frame in right way. PTS is calculating based on current frame number
appending to stream which is stored in render data.
So use rd.cfra in screenshot_startjob() instead of keeping own variable
for reporting current frame number.
Now codecs should be happy and work nice.
- remove redundant check in new prop operator which is covered by operators poll func.
- use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it.
[I don't think anyone has ever reported those, what makes me slightly sad but carry on ;)]
Those fixes introduce a more generic function to load a font before calling BLF_load.
I think it should move to be part of Blender util routines or BLF itself.
For the time being here will make it. Once we get <builtin> font working we go for this.
Thanks Diego Borghetti for the usual assistance with blf.
Interface:
http://www.pasteall.org/pic/show.php?id=23785
Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)
Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
- internally this property is just another game property (so we can find it within the game.properties lookup).
- the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).
(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.
(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.
*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***
* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*