Fixed a few bugs with the Alt-S transform tool when the armature drawtype is set to B-Bone:
* Transform constraints seem to have been turned off for this sometime in the past few weeks. Re-enabled this.
* Numeric input for this tool was not working correctly. You could only set the value of the x-axis width only. Also, giblish was being displayed for the other channels
* The char array used in the BoneSize function was smaller than the one used in the headerBoneSize (new function added for this transform mode instead of reusing some old one).
Also, I've added some menu entries for both Alt-S tools in editmode, which did not exist in the past. How were the users supposed to figure this out???
- activated image browser for texture databrowse (texture buttons)
- activated image browser for brush texture databrowse (+small fix of callback function)
- activated image browser for image databrowse in UV/image editor
- fixed: filter didn't work with databrowse and append/link.
- filter buttons in header now don't appear when doing databrowse or append/link
- loading previews for textures added when linking/appending.
The Action Editor slider callbacks were missing depsgraph update calls, so the 3d-view wasn't correctly updated after using to sliders to add keyframes
When compiling Blender without FMMPEG here, compiling broke on this file after the prefetch buffering commit. I've added some #ifdefs to fix this in the meantime, but Peter should check.
* Rotation/Scaling now use the correct center-point. The helpline is now drawn correctly too for this
* For Rotation in UV/IPO editors, constraints are now disabled as they didn't make sense
This patch adds prefetch buffering to the sequencer
(see the tracker for additional details:
https://projects.blender.org/tracker/?func=detail&aid=7307&group_id=9&atid=127
)
We create seperate render threads (currently one, because of the fact,
that sequence rendering modifies global structures...), that
render up to the defined userpref value "Prefetch frames" in advance.
(Pressing Alt-A will _first_ fill the buffer and then start playing.)
Bassam and I did some extensive testing, so it should work.
If you don't configure your number of prefetch frames, prefetching is disabled!
(Sane defaults... :)
Also: if the machine is definitely too slow and runs out of the prefetch
area, prefetching is disabled automatically and we are back to good old
frame skipping mode.
My Dual Athlon is able to handle 4 parallel DV streams at once (sometimes
a little bit choppy, but prefetching is never disabled!)
I fixed also a long standing bug in the audio code, that made playback run
backwards at the beginning...
As with the Action and NLA editors, I've refactored the transform code for the IPO editor to get rid of the special (and clunky) transform loop that had been created. The approach this time is closer to the one taken for the UV/Image editor.
What's New/Will-be-possible-in-the-future:
* Numeric input now works for the IPO editor
* Proportional Edit support for the IPO editor will eventually be added.
* Rotation (hopefully), once some hotkeys have been remapped
Known Problems:
* If a keyframe moves past neighbouring keyframes and the transform gets cancelled, it doesn't get restored correctly. This problem is quite icky to resolve (I've got a large hack for this, but that currently segfaults randomly).
* When scaling, the dashed-line (helpline) is drawn from the wrong starting co-ordinates. This does not affect the actual scaling though
* Trying to scale BezTriples with autohandles still doesn't work if either of the handles haven't been transformed yet. This behaviour was already present prior to this commit.
work for same results.
- UV Stitch with the V key was not working (as stated in the menu)
- Rotate UV's and Colors now have an option for CCW (was in the menu
but not implimented)
- Draw face dot in UV when in face mode
I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.
It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).
I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.
It's great to have another GE coder on the team!
For transform in UV/Image editor (and soon, the IPO editor), transformations on 'local' axes (i.e. GXX, or GYY) won't work. Therefore, I've disabled this for those cases.
Note: A small part of the IPO editor transform-code port is in this commit too.
EditVert had "float *fp" while the others had "float p".
changed to "float p" and made all code using the float pointer use the already existing tmp.p (void*) instead.
Now there's an option for the owner to follow the path of the target cyclically. Previously, if the owner moved past the extents of the side of the bounding-box used for the calculations, the object was placed on the curve at the nearest extent.
This option is only really useful if the curve itself is cyclic, although you can still use it otherwise. To enable, just turn on the cyclic option.
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag.
What's new/fixed:
* Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change.
* On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too)
Notes:
- Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo.
- These tags only get removed on frame-changes or inserting new keyframes.
Added some features to the NLA Editor that had previously only been added for the Action Editor.
* It is now possible to choose whether timing is displayed in Frames or Seconds like in many of the other Animation Editors. Use Ctrl-T or the View menu to change this.
* Autosnap behaviour from Action Editor is now also available for the NLA Editor. It was partially done in the previous commit (for transform). Use the new combo-box on the NLA Editor header (like the one on the Action Editor header) to set this.
* editaction.c: silenced a compiler warning from the previous commit related to a function which is no longer needed.
I've refactored the Action and NLA Editor Transform tools to use the Transform System instead of setting up their own transform loops. This should have happened ages ago, but no-one got around to doing so.
* There are still a few bugs left to iron out of a few features, but on the whole it should work as well as it used to. These are: the values which get displayed when working with NLA-scaled actions may not all be correct yet; and the Time-Slide tool in the Action Editor is currently kindof broken.
* One of the main benefits of this work, is that it is now possible to use Numeric Input during Transforms.
* Also, a bug that meant that it was not possible to negatively scale keyframes in the Action Editor has been resolved.
popup menu - more manageable when you've got a lot of scenes.
Also changed an error message from using a popup menu to the proper
error() function with icon etc.
Previously if the texture node was not connected directly as the
second input to a node like Mix, the size of the generated image
was initialised to 140x140, which is not that useful. It now is
initialised to the size of the render result if it exists, and if
not, the size of the scene render sizeX/sizeY.
This alleviates bug #7068, which is caused by the displace node
trying to get pixels from a texture node, where the texture node
doesn't contain pixels to cover the entire image (only 140x140)
but it's not really a bulletproof solution...