Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!).
Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
Oops! So there was an Unpack button, hidden in the Nkey properties of Image window.
This was drawn next to greyed-out buttons, didn't notice it well.
I also now found the unpack() menu in editors/util, and there's an Image unpack op.
Also the RNA api has an unpack!
Will remove the generic unpack op, and add a sound and vfont unpack instead.
Change Scene.frame_set so that it ensures subframe in range [0,1[ as Blender
expects, otherwise some things like physics point cache lookups don't get
evaluated properly.
- The "ID" buttons (for browse images, for example) now show a Pack icon, for packed
Images. Using this button allows unpack.
- Pack and unpack operations now give a Info report on what happened.
- Not restored yet: option to set "AutoPack".
The operator names all show up in the Search button. As such is nicer if they
can all have the main words capitalized.
e.g. "Snap strips" should be "Snap Strips"
"Copy to clipboard" should be "Copy to Clipboard"
This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :)
+ fix bge stereo eye separation tooltip
The object color option in the materials always worked, however the initial color of the object
was never passed to the game.
We are now passing it only, only when the object's mesh has a material that has ((shade_flags & OB_COLOR)).
There reason to not always set the object color is probably due to performance (the m_bUseObjectColor
flag in KX_GameObject). This patch still respect that.
Bug report from Mike Pan, as part of our book nitty-gritties review work.
Bugfix during Vancouver Global Game Jam :)
Was silly mistake from rigidbody merge, base was used after it's been
freed.
Now don't free base in BKE_scene_base_remove() and rename it to
BKE_scene_base_unlink().
MEM_recallocN() doesn't allocate memory when used on a null pointer.
Just revert commit since there is no real benefit to using
MEM_recallocN() in this case.
previous commit (54102) actually reintroduces an old bug where Blender sigfaults when
the sensor and controllers are not from the active object.
The real fix for report #33746 is to clear the "object" property after the operator ran.
I'm not sure why when I call the operator from command line the property is cleared, but not
when I called it from C. Either way all should be working now.
Also now display nice "area" units (maybe using "length" units was a perf matter, but anyway, you can't have more than a few tens of values displayed at a time, after that they become unreadable). Easy to undo anyway if we really want to keep ugly "10m" as area display!
Transparent region drawing and blend broke by commit 53919 5 days ago.
This commit reverts the change.
The claim in previous commit "edited code for readability" is quite
disputable :) The error is hard to notice even.
I also like to emphasize that people should check with owners for code
before committing changes! Cleaning code is first a job for maintainers.
this patch optimizes the dilate/erode step method (hopefully without any functional change),
making its speed not depend on the distance anymore.
Couldn't detect funtional changes so committing. Haven't tested for speed gain.
* credits to erwin94 David M
Now all add/remove operators for rigid body objects and constraints
automatically add objects to the appropriate groups and create groups if they
don't exist yet.
This makes handling rigid bodies easier but doesn't take away functionality.
If users want to handle groups manually they just need to create them before
adding any objects.
The previous behaviour was confusing and was even considered to be a bug since
clicking on rigid body in the physics tab seemed to do nothing.
This is useful for gcc which does not define sqrtf/powf/... functions with preprocessor and therefore always used sqrt/pow/...
Float functions are generally 20-50% faster than their equivalents for double type.
This didnt work well with making blender areas into windows.
Real fix: check such minimums based on what's in the window itself... or just
make scaling work flawless.
Issue was caused by FILE multilayer ImBuf sharing buffers with render
result, and SEQUENCE multilayer ImBufs duplicating buffers. Which is
nice by it's own. But, changing image source wouldn't remove any loaded
image buffers, meaning if you've got loaded FILE multilayers they'll
likely became invalid.
That behavior of handling multilayers on changing source was done as
a fix for #24976, which is now actually not needed (removing check
for multilayer doesn't change behavior at all).
Just to be sure added check to RNA, so signal wouldn't be fired if
source wasn't actually changed form a menu.
Problem is that preview render database is being used, but the new datablock
function still uses G.main, and the mesh was being added to one database but
(attempted to be) removed from another. The proper fix would get rid of the
globals here, will look into that later.
- Cycles materials now render in Blender Internal too, skipping the nodes.
Not very useful, but at least things then show up on renders and in
previews.
- Node editor: if wrong shader nodes are in a tree, they draw with thene
color RED ALERT headers now. (Switching render engine will show it).
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