(From personal stash of bugs - since early 2.5 versions)
F-Curve colors get applied only on Graph Editor "refresh()". In some cases, undo
was reverting back to a state where the colors had not yet been set. In these
cases, there would be no refresh() after that undo (until expanding a channel or
some other similar action), resulting in "black F-Curves" appearing. So, now we
force such an update after undo to ensure that the curves never display black.
(Noticed while investigating another bug for Mango related to
CLIP_OT_constraint_to_fcurve not sending notifiers required when new F-Curves
are added)
* Elbeem exporter code now overrides user settings to No Slip in case the object is animated;
* UI of fluid obstacles now disables slip settings when export animated is enabled;
* Added in this later option's tooltip a mention that it enforces No Slip!
Until now, there was never any code for making drivers on materials get
recalculated when their dependencies were changed. However, since changing
material colors with drivers is something that is quite common, a workaround was
introduced to ensure that materials could still be driven (albeit with the
relevant drivers rooted at object level). This worked well enough so far with
traditional materials - though it was sometimes clunky and confusing for some
users - and would have been ok to tide us over until the depsgraph refactor.
The introduction of Cycles changed this, as it has in many other ways. Now that
people use Cycles to render, they'll need to drive the material colors through
the nested nodetree (and other things nested deeply within that). However, this
is much more difficult to generate hacks to create the relevant paths needed to
work around the problem.
== This Commit... ==
* Adds a recursive driver calculation step to the BKE_object_handle_update()
(which gets called whenever the depsgraph has finished tagging object datablocks
for updates), which goes through calculating the drivers attached to the object
(and the materials/nodetrees attached to that). This case gets handled everytime
the object is tagged as needing updates to its "data" (OB_RECALC_DATA)
* When building the depsgraph, every dependency that the drivers there have are
treated as if they were attached to object.data instead. This should trick the
depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the
expense perhaps of modifiers getting recalculated again.
== Todo ==
* The old workarounds noted are still in place (will be commented out in the
next commit). This fix renders at least the material case redundant, although
the textures case still needs a bit more work.
* Check on whether similar hacks can be done for other datablock combinations
* So far, only simple test cases have been tested. There is probably some
performance penalty for heavy setups still (due to need to traverse down all
parts of material/node hierarchy to find things that need updates). If there
really is a problem here, we could try introducing some tags to limit this
traversal (which get added at depsgraph build time). <--- USER TESTING
NEEDED!!!
Issue was caused by linking to grease pencil from direct_link* function
which lead to NULL GP data because it's being read a way later.
Link to GP data in lib_link* instead.
One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction.
For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
Enabled use_gridfill for edgesubdivide called by loopcut. This will break edgeslide in this specific case (intersecting faceloop), but imho makes more sense this way than the other. Very easy to revert anyway, and this should only affect this specific cornercase.
The bug is related to 31581 and the main cause is the small offset that
BM_loop_interp_from_face introduces before calculating barycentric
weights. Solved by only calculating displacement layer.
This function is used to name undo pushes in sculpt mode, was missing
some of the newer brush types. Also tweaked the switch statement so
that it will warn for future missing cases and removed extraneous
breaks.