- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
Bug reported by Dominique Lorre
Fix submitted by Jeroen Bakker
When importing COLLADA files, the name of a custom data layer can be longer than 32 bytes. Make sure only 32 bytes are copied.
Preview render for node shaders broke, caused by localizing
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.
Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
when nothing is selected but active spline is set or when "middle"
control point is selected new spline would be created.
Nothing wull happen when there is no selection and no active spline
due to it's unclear which kind of spline should be added.
Pulldown and other popup menus: this button type exits on release.
While holding mouse you then can move around, but the highlight of button
didn't disappear if you were outside item. The menu then doesn't close
when you release the mouse.
Now highlight goes on/off on mouse moves to show this better.
Implementation note: menu items are coded similar to regular activate
buttons (like for tools). There's no provision to make highlights go
to the next item while holding mouse in menus. That I rather not mess
with now.
SSS preview render didn't happy.
Was caused by using a Material copy for preview renders (to prevent
crashing in other cases). There were actually 2 errors:
- material copy should be added to preview-main database
- the render was invoked using wrong main database even!
allowed
Infinite recursion (manisfesting as a crash) occurred when trying to
set the dupli-group setting on an object, when the object is a member
of the group being set. Added a check and warning for this in RNA to
prevent such setups from occurring in future.
Todo:
The warning report is currently only printed to console as I can't
quite remember how to grab reports pointer without context/operator
pointer available.
In sculpt mode, Object transform still worked, which was:
1) Not undo-able (sculpt undo stack)
2) Clearing the entire sculpt undo stack on operator redo
3) Had keymap conflict for R
Simply added check for this case and return trans operator.
[#25284] Traceback error on "System Info" script
- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
in crash.
This commit fixes the crash (missing null check for nu==NULL).
However, there is still a problem here with Curve Ctrl-Click not
behaving the same as Mesh EditMode Ctrl-Click, which adds a new vert
no matter what (i.e. no previous selection required). Then again,
that's a separate "todo" issue, so we can close this report now :)
RotoBeizer
The jump to keyframes operator was being a bit too strict with its
checks for where it should check for keyframes.
In this particular case, RotoBezier keyframes were on Curve AnimData,
so the check for Object AnimData would return false, thus overlooking
this possibility. However, it should be safe enough to just open
things up a bit more.
it (eg cameras)
When trying to add a modifier to non-geometry objects, warnings are
now shown instead of just adding some (useless) modifiers that cannot
be removed later.
Bugfix #25280
Image: sequence option was hardcoded to assume "first frame" was always
picture "001". Made it impossible to have a sequence of images starting
with picture like "000"
Note that by allowing to render a first frame as 000 in Blender, things
mess up a bit here. Things work now as follows:
- Start Frame = 1 : Image 001 on frame 1
- Start Frame = 0 : Image 001 on frame 0
- Start Frame =-1 : Image 000 on frame 0 ;)
This is of course the lack of proper control for image sequences.
Definite something to work on; best idea I have now is a new setting
that defines the Image Number to be "first frame". That way you can
map that number on any Blender frame. Or it makes it more confusing? :)
For the doc department: the proper meaning of "Start Frame" now is:
"The blender frame a sequence starts playing, assuming the sequence
starts with image #1"
Tooltop was fixed accordingly
(Also fixed 'remove doubles' to show more precision in toolbar)
* Pointcache code was quite ugly looking and complicated, so here are mostly just cosmetic adjustments, but some improved logic also.
* Slight cleanup of pointcache ui too.
* Shouldn't have any functional changes what so ever, so poke me right away if something seems off.
makesrna was often generating source every build, but not updating the files because the contents wasn't changed.
this happened because makefiles would check makesrna.c and rna_*.c files were newer then rna_*_gen.c and force a re-generation.
Now ensure updating the files even if they dont change when makesrna.c or rna_*.c are newer then rna_*_gen.c files.
Another solution for this would be to run makesrna program for each C file for finer grained deps.
or remove file comparison checks but that would mean a change to any rna_*.c file would rebuild all.
loop and increasing memory usage.
Modifiers should never call mesh_get_derived_final or similar, only
use ob->derivedFinal if it exists, if the dependencies are set correct
and there are no cycles, it will be there.
- Fixed some wierd cursor placements when clicking in special text position
(mostly when line segments had null-terminator at the max allowed position)
- Also subtract top padding, so centering is looks a bit better
You now can drop a .blend inside blender window to open it.
Implementation notes:
- Added call to extract icon type for files. Code re-used from
space_file
- External files that get dropped set icon types too.
Drop box polls can check for this.
- Also enabled setting op-context for drop operators, this was
needed to prevent filewindow to open.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
When compositing without render (Enable composite, no renderlayer nodes)
the option Full Sample AA caused havoc. Added warning for this case
and gracefully stop render.