FFMPEG was reallocating buffers it didn't own and wasn't allowed to. This workaround should work now flawlessly.
Also fixing a bug regarding unpacking sounds, the UI stated unpacking to //audio/filename while it was unpacking to //sounds/filename
Compositing, lens distortion node: it delivered RGBA out with alpha zero,
making it not draw previews, violates both premul or straight alpha usage.
Now it just sets alpha to 1 for entire output.
Cleaned code readability a bit as well.
- allow building blenderplayer with redcode.
- when ffmpeg is enabled remove strict compiler errors for imbuf and blenkernel since its hard to avoid these warnings across ffmpeg versions.
Clamped the maximum displacement distance to 4 x the input image dimensions - prevents hanging when vary large values are mistakenly plugged in, such as Z buffers,
Fixes Fix for [#25713] VSE shows and renders wrong straight alpha gradient even after convert to pr
(see revision: 34540, fix by Janne)
By not breaking the seqcache interface API.
Added comments to header file, so that it is easier to understand, how the
cache API is supposed to work.
spotlights halo and intensity tooltip had "(buffer shadow)" in there,
while it works just fine with no-shadow and ray-shadow.
the volumetric "step" property is only visible with buffershadows
anyways.
- use cores+1 threads
- do not clean build directories
- separate build directories for blender and blenderplayer
This should make compilation much faster and buildbot rebuild tag could
happen more often
Text editor used to add extra indentation when inserting new line from
line with dictionary. Also, fixed extra indentation when comma is inside string.
- render check for ortho/panorama combination wasn't working since the flags were not initialized at the time of checking.
- disable panorama button in ortho mode.
Redraw issue was caused due to different redraw rectangles used for 3d view redraw and
gathering PBVH nodes to be re-drawed. I moved redraw rect expansion with rect from
previous step into sculpt_get_redraw_rect, so now redrawing works as it was planned
some commits ago -- redraw everything to which is inside currect rectangle and rectangle
from previous stroke step -- this still prevents artifact caused by fast strokes but
mesh doesn't disappear.
Brecht, Nicholas: it's the simpliest fix i could suggest atm. I've got some more
ideas with additional node flags, but it looked more complicated for me and
made code more difficult to understand. If you could see something better (like
revert all this redraw fixes for fast strokes) please tell me.
Image Editor.
There's already a flag in use for tagging the "special drawing in
Image Editor" case, so make use of that now.
Most of the changes here are just whitespace tweaks...