Don't see why it could give issues to use large number
of frames to be prefetched, but just in case make it
unlimited hard limit and kept soft limit still at 500.
Draw an extra outline on hidden nodes that have custom colors, otherwise you can't recognize them unless you unhide.
Example: http://pasteall.org/pic/show.php?id=42359
Appending a group (which adds all object members to scene), didn't follow the
setting "In active layer".
One note: only the scene layers are copied over, not local view3d layers.
Also moved the sync and merge for previews into the respective tree callbacks for consistency. This way the handling of previews can be changed for each tree type individually if necessary.
This keeps old behavior and could be nice. However, it'll
make compositing slower (doing final compo after editing
tree). This is easy to hide preview in this case, and also
i hope to implement percentage rendering soon.
OpenEXR's ChannelList.layers() will not include empty layer names,
which caused the issue. Made it so if there's one non-empty layer
name, check for empty names happens.
If there's empty layer name in case one non-empty layer name, file
will be considered multilayer now.
relationship between the result of driver evaluation (NKEY region stuff) and the
end result applied to the driven properties.
Example:
http://www.pasteall.org/pic/47687
This bug was producing way more geometry than we need. Potentially
memory saver (or performance even) bugfix.
Bottomline is:
We need to initialize the UVs otherwise vertex comparison fails ...
Ideally MoTo should take care of initializing MT_Point2
(note in Windows that seems to be fine, but it's safer to not rely on that)
note: that this intentionally removes check to exit vpaint mode when a vertex color layer is removed,
since being in vertex-paint mode without a vertex color layer is supported.
also minor change to drawing camera limits while picking from previous commit.
This commit simply implements mapping from centered cropped canvas
to a full-frame coordinates, so operations like alpha-overing render
result on top of image will be properly aligned.
Using MultiSample, the code that inspects Z buffer values fail, like for grease pencil
drawing on "Surface".
It appears to me that all this depth draw/read code is ignoring gpu offscreen entirely.
This should be confirmed by Campbell though :)
I'm also quite unsure why this code exists, related to other tools that use
depth too (particles, sculpt). Good to mark down for our viewport recode.
After quite some time debugging going back through previous commits for this
feature and digging around the internals of the blenfont,I finally found the
culprit. It turns out that there was just a single line missing between
BLF_width_default() and BLF_width_and_height_default(), which caused the widths
returned to understimate the space required or so, causing text clipping. The
offending line probably correcting for different DPI scaling values.
Don't use sequencer's Frames Prefetch option and rather fill the
whole cache with frames.
Since movie clip is not "classical" prefetcher (it doesn't do
anything while playing back) and main purpose is to speed up
reading for further tracking and so, such a change seems logical.
using the -d flag
This prevents a stream of error messages flooding the console when working with
particular rigs which may have a few broken controls. In general, riggers now
have a better alternative by using the filtering tools in the Graph Editor.
Previously, Paste Poses only used the LocRotScale Keying Set for autokeyframing
purposes. This was fine for most purposes, but with many rigs these days also
using custom properties for important posing functions, it's important that we
include those here too.
- panning didnt keyframe translation animation.
- when checking to key translation: speed `float` was converted to an `int` then treated as a bool, now check (speed != 0).
This simply adds a third "translation type" (in addition to iface and tip), "new data", with relevant user settings flag and helper funcs/macros (and py api).
Currently implemented name translation when adding new objects, as well as modifiers and constraints, will add the others (cd layers, scenes, perhaps nodes [though I think they do not need this], etc.) later.
Make it so compositor output node wouldn't be calculated
when Render Result image is not visible on the screen.
This makes compositor tree editing more friendly and
faster.
Also, if there's no viewer image visible on the screen
viewer nodes wouldn't be handled.
Final rendering keeps unchanged for now.
This solves issues when for performance artists are
disconnecting compo output node before tweaking values
in compositor and forgets to attach compo output
node before sending file to the farm.
This makes compositing as fast as it's possible in this case.
The only thing is border render+crop will still give funcy
results. This is the next thing to be solved in compositor.