- BLI_strncpy_wchar_from_utf8 wasn't NULL terminating the destination string, caused uninitialized memory use in BPY_python_start().
- BLI_strncpy_wchar_as_utf8 could write one byte past the buffer bounds.
in fact the problem was caused by own previous fix/improvement for a different case, now this works as follows...
- render uses last-saved name, falls back to 'untitled' in blend file path.
- non render uses id-name always, saves into dir of last-saved image, fall back to blend file path.
With deformations and on a simple cube you could get axis flipping with normal-particle alignment.
now use the normal & tangent to create the orientation to give a stable matrix that wont flip.
The reported line visibility issue was caused by a wrong calculation of a 2D
bounding box (so-called "proscenium face" in Freestyle) in the case of a
spherical grid data structure used for a perspective camera. The problem was
resulting from the proscenium computation based on two corners (min and max)
of the 3D bounding box of imported mesh data. Aware of the spherical coordinate
transformation involving non-linear (arctangent) functions, now the proscenium
is computed by taking in account all the eight corners of the 3D bounding box.
Also added minor code changes to facilitate future debugging.
- reading bmp images was failing (needed to increase the size of the header to 64 bytes)
- the dnd image was being incorrectly checked (was always returning true even when none was used).
buffer antialiasing that was restored in 2.67 after it was missing in the new
compositor implementation.
This option tends to make results worse rather then better for Cycles renders,
but is useful for Blender internal. Their Z-buffers look quite different for
antialiasing, and I'd rather not change either.
The problem was that when the camera is selected, the transform manipulator
is located exactly at the camera view location, and this was blocking selection
of other objects with some OpenGL implementations.
This matrix was used to store the space the object is in,
which then was accessed by snapping code. No reason to
keep it as a global variable (which isn't safe for threading,
unlikely it'll give issues now, but it's easy to avoid
issues early here).
Now made it so BKE_object_where_is_calc_ex will get an
optional parameter originmat and set this matrix in
solve_parent.
Original patch by self, minor changes by Campbell, thanks!
Internally it was only invoke callback set for an
operator template. This invoke was setting such
properties as mouse_x and mouse_y and was calling
an exec function.
This meant that t seemed to be really easy to
use node.select operator from by giving a mouse
positions, but in fact it wasn't possible (because
it requires exec callback)
This commit sets operator's template exec callback,
which makes it possible using node.select from
python.
* Make it more clear for the user what affects 3D View and Final render.
* Static / Dynamic BVH only affects viewport, BVH Cache only final. (see BlenderSync::get_scene_params)