This adds redcode (the file format of RED one, R3D) support to blender.
Seems to work fine with the footage I found on the web, but keep in
mind, that because of the unoptimized nature of libopenjpeg, frame
decoding isn't that fast.
It is also a rather challenging task, to make 4k-float-footage realtime :)
Some more Bmesh custom data functions and
structures. This still does not do anything
yet because the various conversion functions
don't bother making use of the new custom data
functions. Hooking them up should be fairly
simple though.
Also note that the custom data code is mostly
copy/pasted from the existing custom data
functions for editmode with a few modifications.
Duplicating code like this isn't nice, but I
felt it was better to keep things for Bmesh
'standalone' for the moment and take only what is
immediatly needed instead of creating
a tangle of interdependant code.
Notes:
- edgehash.c still has some weirdo code causing warnings on lines 80 and 117
i.e. if (v1<v0) v0 ^= v1 ^= v0 ^= v1;
- material.c (in pyapi) apparently doesn't seem to be making use of some functions for glossy stuff
Now that new allocator is in place, Custom Data
can be effeciently added to BMesh. The plan is to
make all data not directly related to topology
Custom Data and allow callers to decide precisely
what information a mesh should have in order to
make the best tradeoff between memory usage/speed.
Right now not much to look at, just some structure
definitions and commented out code. More to come
soon...
Added a new pooling allocator for Bmesh based upon
the pool allocator availible in the Boost C++ library
as described here:
http://www.boost.org/doc/libs/1_34_0/libs/pool/doc/concepts.html
Each pool allocates elements of a fixed size, so every
element type in a mesh gets its own pool. For instance
verts occupy a different pool than edges. Each pool
is comprised of multiple arrays of a fixed size and allocating
/freeing elements is simple as removing or adding a head
to a linked list. Since the list of free elements is interleaved
throughout the unused space in the arrays, the overhead
for storing the free list is only 1 pointer total per pool.
This makes building/destroying bmesh structures much faster
and saves quite a bit of memory as well.
Originally the only way to run scripts automatically was with scriptlinks, which could be disabled for loading untrusted blend files.
Since then PyDrivers and PyConstraints would run even when G.f&G_DOSCRIPTLINKS was disabled.
Gensher, Theeth and Ianwill agree its acceptable to reuse the flag for other areas python runs automatically.
PyNodes still have no way to be disabled, (todo before 2.46a)
Shouldn't crash any more in the case that
a) invalid video options were selected
and
b) audio multiplexing was active
[#13311] video_stream NULL when writing ffmpeg
(did'nt crash for me though, but added extra protection :) )
Bevel tool was hanging on certain geometry where the edge
to be beveled was shared by two faces that had more than
one edge in common and caller was not checking return
status of Bmesh eulers. Fixed.
glitch when typing in / would ask the user to make a new directory. the last shash was being removed, then the "" path didnt exist and
asked to create it.
the maximum number of objects (255) wasnt being checked, added a check before baking.
also changed bakeing to use G.scene->base rather then G.main->objects since these can be in other scenes, from linked
groups, or used only by python so they should not be used for baking. it also meant having a domain in 2 scenes would fail with an error.
Nils, could be good to have a dynamic number of bakeable objects.
* [#13394] Sequencer: if internal strips have handles selected, dragging the metastrip changes the meta length
* Extend did not work correctly on metastrips when the nested seq's are out of the meta's frame range, added an argument to seq_tx_get_final_left/right
that returns the frame clipped by metastrip(s) if any.
a script error with a script that has an interface would not stop the interface from running again immediately, causing an annoying
error message loop.
Bug #13277, reported by Juho (bebraw) Vepsalainen (thanks!) - a typo made pynodes w/o input socket definitions fail with an out of range error when accessing the output sockets in the script.
* scene.object.context and scene.object.selected had broken get_item
funcs so scene.object.context[i] returned the wrong object.
* aligning the view to an object (numpad*key), did not disable the
ortho view grid.
* long standing problem where opening a relative image would fail with
no message. BLI_convertstringcode was returning a path with /../../'s
that need to be cleaned before the path could be read, the path was also
invalid from unix shell so its not a blender path reading problem.
* python api render() would clamp the endframe to a short.
* python api's render() and renderAnim() would not render compositing because the name they gave to RE_NewRender was NOT G.scene->id.name, added comments to
G.scene->id.name
Patch from Jean-Michel Soler (with slight modifs)
Small BPy feature to help script writers deal with armatures and vertex groups (calls the bone heat method to create and assign groups)