When appling a particle system to a face whose area size is zero,
the jitter distribution failed. fmod() produces a NaN value in this
case. This commit simply checks if the jitter offset (I guess that is
"jitoff" means) and only call psys_uv_to_w() if it's a real floating
point number.
We need to assign color space for generated images when it's empty.
Do this in add_ibuf_size function in cases image's color space is
empty.
So now color management is always called with correct color space.
P.S. At least it should. If there're more similar issues please
let me know :)
It was missing since sculpting mask implementation.
Now object's color would be multiplied by sculpt mask value.
For VBOs it's done by storing final color in VertexBufferFormat and
mimic behavior of setMaterial callback for getting current diffuse
color.
For non-VBOs diffuse color is getting from current OpenGL context.
nice obscure case, when a script executes, frees its self (by loading a file for eg), then has a python error.
... in this case blender would fetch the python exception and attempt to move the cursor in the freed textblock to the error line, crashing blender.
fix pose-group-sort and pose-group-moving being disabled for pinned poses.
also fix for own missing NULL check for pose mask clear which would crash when run without an active object
Add an optional ghost argument to set the new mouse location when un-grabbing. - without this the mouse would flicker at the old location before moving to the new location - when using the color picker for eg.
this was working as intended but users complained that the mouse cursor stayed in the same location after using the color picker and curves with continuous grab enabled.
The way it works now, navigation keys (up/down, number, a-z) - won't apply to a submenu if there are no active buttons in that menu, instead the parent menu gets the event.
- Color space of byte buffer for generated images haven't been
updated properly on change
- Byte buffers weren't handling data color spaces on display transform
properly
Main problem was in py UI code (has to set the context to INVOKE_REGION_PREVIEW for the shortcut lookup to succeed).
Also moved the N properties item into SequencerCommon keymap, and removed the View Selected menu entry from preview-only mode View menu (thx to Ejner Fergo for pointing this out).
updating data was only being done on the active object but sticly was being calculated for the selection.
split this into 2 operators, one that works on the selection and another that operates on the active object - so we can have a button in the mesh panels that calculates sticky.
also note that there was no way to calculate sticky from the UI - perhaps this feature should die a quiet death?
anyway - it works better then it used to for now.