Two issues in texture_changed:
- Missing NULL check for material (slot could be empty)
- Materials could be linked to object, added special check for this
Issue was caused by the fact that guarded allocator is not thread-safe and
generated images/movies could allocate memory when loading pixels to Cycles.
Currently solved by switching memory allocator to using mutex lock (the same
as sued for jobs) when viewport rendering is used.
Nicer solution would be to make guarded allocator thread-safe by using atomic
operations and lock-free lists, but that's more serious change.
non-threadsafe usage of guarded allocator.
Also added small chunk of code to check consistency of begin/end
threaded malloc.
All this additional checks are commented and wouldn't affect on
builds, however found them helpful to troubleshoot issues so
decided to commit it to SVN.
This will be enabled if the file was saved with dynamic topology on,
but we don't automatically re-enter dynamic-topology mode when loading
a file so remove the flag.
Fixes bug [#33956]
projects.blender.org/tracker/?func=detail&aid=33956&group_id=9&atid=498
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
BKE_rigidbody_aftertrans_update() can be called before rigid body is
validated so check before updating physics_object.
Thanks to Antony Riakiotakis (psy-fi) for the initial patch.
For example, if you're making a chain of bones (e.g. for a spine) by extruding
the tip joint of an initial bone, the bone rolls would be: 0 (for the initial
bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing
B-Bones to twist to match the roll values at the other end of the bone.
The fix here seems to improve the situation in this case: bone roll values don't
flip or change anymore (in fact, the bone axes stay perfectly aligned now, as
they should). It also doesn't seem to cause any problems in other common cases I
checked.
Added export of multiple UV coordinates and vertex colour attributes.
A debugging option to export the strands without using the cache has also been removed.
* Modifier was not in alphabetical order
* No Icon was displayed in the Add Modifier menu.
Note: Mesh Cache uses Mesh Deform Icon at the moment, needs a unique one.
Added "Panel Title" style to Theme settings.
Allows to make these nice larger or draw differently.
Also tried to put hinting in Style, but this needs to be a per-font
setting. uiFont data is still not being saved (also not allowing
to set own font files for UI). That's a todo for 267 then.
* Made the property UI range do bigger steps.
* Increased default values a bit. If people need extreme small values (0.00001) they can enter that manually.
This allows moving rigid bodies on frame > startframe.
Also rigid bodies can now be picked up and trown around while the
simulation is running.
Note: There is a small glitch with cancelling tansform during simulation
but it's tricky to get rid of.
TODO: Avoid static-static collision warnings
* Code cleanup for new Rigid Body panels.
* Removed some unneeded split() calls.
* Remove redundant check for "ob.rigid_body_constraint" in the draw() function of the "Rigid Body Constraint" panel. The check is already made in the poll.