* Using the job system for physics baking is not yet in the near future, so here's some good old console based progress info to all point cache based physics baking.
* The info contains current total bake time, baking time for the current frame, and a simple estimate of completion time.
* The info is only shown if the estimated total time for the bake is higher than one minute, so quick bakes don't suffer any performance hits due to console printing.
Node compositor crash:
When you very quickly unlink a socket *right* after connecting it
(within 0.1 second), the compositor started with a noodle without
valid connections, which was not foreseen to happen.
* Grid distribution isn't really suited for hair, so this is now disabled.
* Setting a jittered distribution with particles/face = 1 now creates particles on the center of faces.
* Quite a bit of cleanup of the whole particle distribution code.
big spacing. Not sure if it's the best solution or it should be fixed when
calculating new areas.
It'll be cool if somebody else familiar with this area will check this.
* Tsk! Particle mirroring was working fine for the case where subsurf modifier was before particles (orcos are transformed in this case), but not the other way around (unnecessary inverse transform of orcos).
* Not really satisfied with having to check for the CD_ORIGINDEX layer, so if Brecht or somebody else knows a better way then please change this :)
found crash while changing operator string size.
Shrinking arrays never worked right.
rather then "newlen * sizeof(...)", it would memcpy "newlen * oldlen * sizeof(...)" which always goes over the array bounds.
we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console).
this is common enough and generic error isn't too helpful to users.
- "need exec" flag was cleared in wrong tree for preview renders
(it should clear it in the copy, i did in original).
This fixes projection paint on images with previews open
- Previews for nodes were copied always, now only for previews
invoked by node editor itself.
- Added option "Fixed Texture" to the UI. Because of strange reason,
this feature was implemented but hidden from users.
Would be cool, if somebody familiar with 2d texture paiting check.
- Fixed some issues in existing code of fixed texture paiting.
It now handles brush radius and curve correct.
- Also fixed issue with paiting with texture from node tree - it used
to be painted with regular brush color instead of texture.
This uses pythons GC so its no overhead during runtime but makes removing ID's slower.
Commented definition 'USE_PYRNA_INVALIDATE_GC' for now, so no functional change.
From the tracker:::
Issues fixed:
- ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params.
- UI wasn't using angles where applicable.
- btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt.
This is an issue when setting limits.
Changes:
- UI: Hinge limits can be set (and disabled).
- UI: ConeTwist only has max-limits and only the twistX can be disabled
- PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min,
limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge).
- PyApi: dropped python-function limit_cone_min.
.:. Extra:
UI Changes:
- renamed "RigidBody Joint" to "Rigid Boidy Joint"
- reorganized UI to conform with other parameters (e.g. Limit Rot)
- added dis/active all over the place :)
Two bugs in one:
- Lukas commit monday for new group/socket handling accidentally removed
to set socketype in stacks, which as used by (texture) nodes to detect
whether value, color or vector had to be read.
Result was that all texture nodes were rendering as B&W
- Old 2.5 bug: preview renders for texture nodes didn't call a
NodeEndExec function, which gave crashes on deleting nodes.
The change in interface_hanlers.c is only a comment to explain
how keymaps are being found.
* In some cases fluid particles could be born at the exact same locations. Now these cases are just ignored and such particles don't effect each other.
note: BPY_class_validate() could come in handy later if we need to check classes for properties/functions but for now there is no point in keeping it in.
Was trying to free audio data from sequencer strips that don't even have audio. Corrected the error in several ways so this will definitely not happen again :-)
A very Bad Bug!
On every draw-object, a function free_old_images() was called which
was freeing "unused" images during renders/bakes
This was a left-over from 2.4x code, missed it altogether.
I'm sure this fix will solve a lot of render crashing... :)
problem and crash
- It turns out we still need the "copyob" still, if for nothing other
than making sure that the unkeyed transforms can get restored. This
was removed originally as I thought that just reevaluating the
animation would work.
- Removed a buggy line of logic that was causing crashes when there
was no animation data. It's better to just assume that if animation
data exists, that something exists there.
- Make Duplicates Real was not clearing data such as the new animation
data or constraints.
So, it turns out that dupliframes weren't that bad to restore... the
old version didn't do truly accurate transform freezing as it didn't
update ancestors too. However, as a modelling tool, this will probably
suffice.
intended as a standalone library for use in other applications that
want the same tangent space as Blender.
This also keeps blenkernel clean(er) from extra math functions.