for the contexts they appeared in
The VIEW3D_MT_transform menu was being used everywhere, although not all the
operators there applied to the current mode (e.g. the pivot point, animated
transforms to deltas, and a few others were Object-mode only). Split off the
offending parts into separate menus for the specific modes, and made these
extend the basic menu type.
While testing the other my previous commit (removing deformflag stuff), I
noticed that trying to change set a parent object for the current object (via
the Object Properties) would cause the current object to "blow up", and for
cyclic dependency warnings to be spewed to the console.
Adding a dummy usage of one of the vars here seems to solve it. Perhaps a case
of weirdo compiler optimisations?
As far as I could tell, these were really only still used for "virtual
modifiers", though we really don't use these anymore. Instead, most of the time,
people need to set these settings in armature modifiers directly (these didn't
even get copied over in that case). This was a source of confusion and
redundancy, so removing these now.
This change can be reverted if these were actually of some use out there...
* Added proper "update" operators in place of the abuse of the calculate
operators, so now the display ranges won't get overwritten everytime (with the
default values) you go to update the paths.
* Display range settings in properties editor now actually work. Before, the "In
Range" mode only displayed the entire paths.
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
build BVH's for different meshes, rather than all cooperating on the same mesh.
Especially noticeable for dynamic BVH building for the viewport, gave about
2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
(num_cores + 1) threads will be working, this supposedly gives better
performance on some operating systems, but did not measure performance for
this very detailed yet.
* ID-blocks referenced by Constraints but not being used as the target objects
(such as Actions in the Action Constraint, or Text Blocks in PyConstraints) now
get usercounts for being referenced in this way. This should fix ancient bugs
such as [#19205] and [#8593]. More tests still needed to verify that this
does now play nicely with proxies.
* Changing actions used by NLA strips should now update the usercounts
accordingly
fix for [#31097] glibc error when playing sound using BGE
by Wander Lairson Costa
Note: This deadlock fix makes the code non-threadsafe again, a proper solution has to be found still.
For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)
The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:
- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
this works as a real lens up to an extent. The final result takes the
sensor dimensions into account also.
.:. to simulate a Nikon DX2S with a 10.5mm lens do:
sensor: 23.7 x 15.7
fisheye lens: 10.5
fisheye fov: 180
render dimensions: 4288 x 2848
- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
this lens. The result is always as a circular fisheye that takes the whole sensor
(in other words, it doesn't take the sensor into consideration).
This is perfect for fulldomes ;)
For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).
Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdfhttp://www.bobatkins.com/photography/technical/field_of_view.html
Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3http://www.graphics.stanford.edu/papers/camera/
Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)
Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
this is in fact 2 bugs.
- unselected edges between 2 faces that were joined didnt get removed.
- in face mode, edges and verts at the boundary of the selection would get incorrectly dissolved.
also quiet float/double promotion warning.
Notes:
* This commit adds about a third of missing tips (a few are rather dummy, as name already says everything, but better that than "(undocumented operator)" showing in UI!
* There is a problem with macros, their tips are not registered in RNA. Got a patch for this, will submit it to campbo asap.