Used old (2.49 era) filled style for drawing here, with white color and
alpha blending.
Also changed drawing to do linear interpolation between samples instead
of ugly square wave in high zoom.
This could be improved upon, with real waveform drawing in higher zoom
levels, but I'll leave this for later since it may need some hacking on
audaspace level.
This adds an option to control at what time relative to the current frame
the shutter is fully opened. Supported options are:
- Shutter is starting to open at the current frame
- Shutter is fully opened at the current frame
- Shutter is fully closed at the current frame
Custom shutter time offset is possible, same as custom curve for shutter
openness but those are considered nice things to have rather than something
crucial.
Reviewers: juicyfruit, dingto
Subscribers: venomgfx, hjalti
Differential Revision: https://developer.blender.org/D1380
Title says pretty much everything, we now have BKE and RNA funcs to get vertex, poly and
loop normals of a given shapekey.
This will be used e.g. in FBX exporter (shapekeys need normal data too).
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1510
New code loops much less, does re-open & close .blend files for each data type,
and is much much more flexible - it is also ready for id-remap & co work being done in branches.
Main idea is to store libraries & datablocks to link in a dedicated struct, in a way
that avoids too much looping, and also allows to search for a single datablock in several libraries.
Here again, no change is expected in current behavior of link/append tool, please report
if anything goes different!
This commits does mostly two things:
* Get rid of bContext parameter: I can see no real good reason to pass such a high-level data
to such low-level code... It also makes it more difficult to call when you do not have
a context available.
* Cleanup the instantiating part.
Last point is the most risky - previous code was sometimes quite confusing and hard to follow,
from tests nothing behaves differently in new code, but some hidden corner case may show up.
Anyway, no change in behavior is expected from this commit, if it happens please file a bugreport!
It turns out libGL from Intel crashes when calling glxewInit (where mesa, nvidia work fine),
unfortunately the only option without making larger changes to glew,
is to inline the parts of glew we're using - before the glx context is created.
Root of the issue is that we do not re-read lib data blocks and ID placholders (ID_ID bheads)
in undo context (in `blo_read_file_internal`), because `BLO_read_from_memfile` copies
lib datablocks and Main data directly from oldmain.
The idea being, linked data do not change from undo/redo.
This is valid as long as linked data was not changed by the undo step - but if some
was deleted or localized, it will be missing from oldmain, leading to data loss
(note that does not only concern objects, all linkable data types can be affected,
at least in theory).
This commit addresses that issue by carefully mixing reuse of needed data from oldmain,
and "normal" re-reading of missing one. Makes us swimming in some rather dark waters,
and gives a rather non-easy-to-follow code, but it seems to work quite well,
and only other solution would be to get rid of that optimization
(not re-reading all libs on undo/redo), which is not acceptable.
Also, thanks to @carlosdp for initial investigation of the issue.
Differential Revision: https://developer.blender.org/D1485
Change the mathutils callback from vector to color for mistColor, backgroundColor and ambientColor.
Reviewers: lordloki, campbellbarton, panzergame, moguri, sybren
Reviewed By: panzergame, moguri, sybren
Projects: #game_engine, #game_logic
Differential Revision: https://developer.blender.org/D1432