Fixed bug #5917, shift-c doesn't work in the sculpt mode
* Added CKEY and SHIFT+CKEY to sculptmode's shortcuts (behavior is the same as for non-sculptmode.)
Bugfix: sound ipo calculation occasionally failed, leading to silenced
strips. Now we do it just like the video strips directly before usage...
Makes the code definitely more clean and even faster ;-)
Bugfix #5912
Fix for Angmap and Spheremap (sky render).
This is a rewind of bugfix #4999 (sept 18). That bug appeared to be a
user error... the option "real" for sky had to be set.
Bugfixes:
- Effect dependencies sometimes went wrong. seq3 was always calculated,
even if the effect already told the upper layer, that there is an early
out available...
- On render, only free _all_ buffers, if memory usage is above the memcache
limit. This made my render times drop from 17 hours to only 4 hours on
a 2 hour movie.
Ton: I don't want to start an edit war at this point, but if you really
need the old behaviour, just use a very low, non-zero memcache limit in the
preferences. (In most cases, the default of 32 Mb _is_ very low ;-)
Partial fix for bug #5766
* Moved the retopo call used during transforms to above the call to clip the transform (for the mirror modifier.) This stops retopo from moving a vertex across the axis.
This is not a bug, but rather a misunderstanding of the relationship between object scaling and the Array modifier's constant offset.
The Array modifier's constant offset is specified in local coordinates. In the supplied blend file, the object is scaled up in the x direction by 2.45, and the offset is a constant 2.5 in the x direction. Thus, the final world space offset is 2.45 * 2.5 = 6.125 units in the object's local x direction, as can be seen in the blend file.
I have updated the tooltips for the Array modifier to indicate that offsets are given in local coordinates. I will investigate providing a "Use World Coordinates" toggle button after release.
ImBuf pointer was being overridden causing the ibuf->rect to be zero.
2). Added vertex attributes for tangents in in vertex arrays.
This, probably needs the extensions enabled (glEnableVertexAttribArrayARB, glDisableVertexAttribArrayARB), but am a little
weary about enabling them right now.
buffer if it was an RGBA type. This caused buffer corruption in the original buffer
which would be colorspace converted again (for each render). Corrected by duplicating
buffer.
when sculpting
This bug was caused by the main event queue overflowing. This commit fixes the
bug by increasing the size of the main event queue from 256 events to 4096
events.
This tweaks the dependency rules for Scenes/Objects a bit. Here is the
rule:
- Each Scene has own dependency graph, and only solves dependencies for
objects in the scene
- However, when using multiple linked Scene-sets, the *current* scene is
allowed to have dependencies to objects in a 'set'.
This works by first calculating the sets, then the current scene.
Example: the current scene can have lights with a track/location
constraint to a character in a set.
Setup for Armature weak ref list was missing from some places where
we execute py code. This confused the interpreter and gave random
attribute/tuple parse errors.
Changed name of weak ref list to "__arm_weakrefs" to avoid name
collision with user variables.
3ds_import - added option to disable recursive image searching (could be slow somtimes)
export_obj - when making group/object names only use both object and mesh name when they differ.
weightpaint_clean, weightpaint_grow_shrink - minor updates.
Render.py - own error in epydocs.
Fixed bug #5815, Multires mesh UVs get lost (or crashes!) when adding additional UV layers
* Switching to Face Select mode adds a UV layer automatically, was missing code there to add the layer to multires as well
* Adding/Deleting a customdata layer on a multires mesh should update the multires data first
This is mainly a problem with the interface - it's not clear what effect the
"Time sta:" (more correctly, the time offset) value will have when the speed
is negative. I have updated the UI to change the "Time sta:" button to "Time
end:" when the speed is negative.
Calculate Paths for Armatures didn't work if called from the WKEY menu
before doing so from the Armature Visualisations panel. Was caused by
the absence of version-patches for older-files where the settings used for
path calculation were uninitialised.
* Added an "Override Image" button to the UVProject modifier; this overrides
faces' currently assigned image with the one given in the modifier panel.
This provides some of the functionality previously provided by the "Add UVs"
button - you still need to add a UV layer manually, but you only need to
change the image in one place.
* Note that the "Override Image" option uses the bit position previously used
by the "Add UVs" option, so old files which had "Add UVs" enabled will now
have "Override Image" enabled.
* Removed the "Add UVs" option from the UVProject modifier
* Added a UV layer menu to the UVProject modifier
* Refactored the Displace modifier UV layer menu code to allow the UVProject
modifier to share it
* Added two CustomData functions to facilitate getting layers by name
When scaling in the IPO-editor, axis-clamping was not respected still
(in order to preserve the old behaviour of flipping over the x/y axis).
However, now there is a mirroring tool for IPO curves, so the old
behaviour is no longer needed.This makes things more consistent.
It looks like the changes for bug
#5000 Changin EditMode in Script wrecks memory
break the python interpreter.
Since this is critical, I have #ifdef'ed those out of
BPY_interface.c and Window.c. Did not touch Armature.c.
The ifdefs are tagged with /* bug 5000 */
This means bug #5000 is back in play. Interesting to note
that according to #5846, only scripts run from the script menu
and not via Alt-P were broken.
Fixes bug #5858 (Render to dv skips frames. OSX and Linux PPC).
Caused by stupid ffmpeg dv multiplexer. PAL-fix is easy, NTSC needs varying
buffer sizes...
Replace references to "Gears" in the header by "Grid". This is more consistant with the rest of the UI and even if I like gears better, grid, I think, is what people expect.
variable in the DisplaceModifierData structure, rather than a global variable.
This fixes a bug in layer selection when more than one Displace modifier is
applied to an object.
Bugfix: when ipo-frame-locking is turned off, make the ipo cursor show up
at the correct position and set CFRA correctly, if changed within IPO.
(avoids very annoying snapping...)