nicer when the new preview draws over the old one.
The code was changed so that the render result is freed all the time because
freestyle manipulates render layers. Now it only does it when freestyle is
enabled so cycles and regular blender internal can still avoid it.
viewport render changes.
Actually was an older issue that would cause unnecessary preview render restarts
if the render result was not allocated before it was drawn. Now the render result
is being reallocated each time for freestyle which made the issue worse.
Added a mutex lock for smoke data access. The render was already working with a
copy of the volume data, so it's just a short lock to copy things and should not
block the UI much.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.
In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.
The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.
Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
Casting a ray onto an editmesh was building a derivedMesh, raytree, then freeing for every ray-cast.
Noticed while using ruler+snapping in editmode.
Instead of attempting to align the MFace and edit-mesh tessfaces, just use editmesh for ray-casting.
Reverted the trunk revision 56136 and part of revision 56127 concerning the local Main
for Freestyle and temporary scene generation for stroke rendering.
The function do_merge_fullsample() in pipeline.c has access to the Scene of each Render,
so that the temporary Scene generated by Freestyle has to be kept for FSAA even after
stroke rendering has been done. By the same token, the local Main has been moved from
the BlenderStrokeRenderer class to Render. It is noted that free_all_freestyle_renders()
in pipeline.c is intended to get the temporary Scene of each Render released specifically
taking account of the FSAA case.
Add numpy installation to blender player configuration,
this is so because player is building first and it installs
python, which prevented numpy installation from blender
configuration.
- disabling ruler snap wasn't setting the points depth back to its previous value before snapping.
- adding a new ruler uses the depth of the previous active ruler (fallback to view center as before)
- deleting the ruler now sets the prev/next ruler active.
the operator the previous time. However for these menus it makes more sense to
always use edge/face bevel and to leave vertex bevel for Mesh > Vertex > Bevel.
- enable site-packages for bundled python distrobution, py3.2 had a problem where it would try to parse headers we didnt include, but its resolved now.
- workaround for glitch I was having on arch-linux where lib64 would be be used for the bundled python directory when it was just a symlink.
Changing actions via RNA (or apparently from the Action Editor browse menu too)
didn't perform all the necessary updates/tagging/recalc needed to have the
results of the new action get immediately applied in the 3D view. This caused
problems for exporters, as the first frames exported would be incorrect (though
this could probably be worked around by manually stepping the current frame
forward one frame then back again).
Allow separate control for tex/mask/cursor overlay. This commit implements
separate overlays for mask textures and cursor curves. The user can turn on
and off separate parts of the overlay by using the appropriate widgets.
The cursor overlay widgets are located at the tool selection panel
Also fixed alpha masks not getting correctly masked and mask texture mapping
not having the correct update callback