to be done in cycles itself to keep compatibility for bytecode too.
Also fix broken button to compile OSL from the text editors, this got broken after
recent change to disable editing of library linked nodes.
Added some special case for two-component channels name.
Maybe magic could be simplified to just use last char of
channel name as an id, but extra paranoid check never hurts.
- BKE_mask_update_scene was only used with do_newframe=FALSE,
removed this argument.
- Made it so BKE_mask_update_scene is able to handle LIB_ID_RECALC_DATA
case. Namely, if mask ID is tagged for data update it means shapekeys
will be re-evaluated (as if do_newframe=true).
If mask id only tagged for LIB_ID_RECALC, then no shapekey evaluation
happens (same as it used to behave before).
This means, doing DAG_id_tag_update(&mask->id, OB_RECALC_DATA) will
lead to shapekeys re-evaluation which is really needed in such
operators as clearing shapekeys (and cleaning shapekeys which is
in tomato branch yet).
This is a bit silly to use OB_RECALC_DATA sine mask is not an OB,
but could not see better way to do it now.
This fixes missing mask re-evaluation after clearing shapekey,
would expect no other functional changes.
don't have any way to deal with scripted node types yet, which could in principle by added with pynodes. The NodeCustomGroup type adds a way of scripting nodes by automating node groups which the
hardcoded system can then interpret like regular groups.
The new NodeCustomGroup type has the basic node_tree pointer property like the regular group node types and also uses the same socket interface system as regular groups. This means that input/output
sockets can be mapped to internal nodes in the same way as regular node groups in renderers and the compositor. On top of that, however, the NodeCustomGroup type can be subclassed in python scripts to flesh out
scripted node types with own draw functions, properties, updates and so on.
NB: Only cycles currently supports this node type and its derivatives, other systems may follow later.
The "Multiply" blending mode for NLA strips worked incorrectly. Instead of
modulating the influence of the current strip, it was in fact scaling the result
of the entire stack (with the strip applied). This caused problems when
influence = 0, as it was in fact muting everything instead of just controlling
the strip we are interested in.
Crash happened in ED_view3d_calc_zfac and happend in cases operator was invoked
from a region different from RGN_TYPE_WINDOW.
For a transformation zfac is only used in convertViewVec in cases region is
RGN_TYPE_WINDOW, so solved by just adding extra check in calculateCenter
for this particular case.
have zero total influence
Previously, when evaluating the NLA stack at a particular point in time, if a
channel hadn't been encountered before, influence values were simply ignored
when accumulating the values contributed by each strip to the overall stack.
This behaviour simplified the handling of the problem of what "baseline" to
blend relative to (i.e. influence basically scales the magnitude of a scalar
around 0, but we may not exactly want a property to get it's value set to 0 as
baseline). However, the problem was that this meant that you'd get popping
artifacts when the a lower strip finally reaches influence=0 but your upper
strips haven't fully reached maximum yet ([#35382]). Another problem was that
you'd end up with less ability to scale the influence of all strips (as in
[#35263]).
So, as a stop-gap fix now, we will allow influence scaling to work on these
strips too. This still doesn't fix some of the other problems regarding
baselines/rest-poses and deterministic behaviour when some channels are only
keyed in one strip which isn't set to extend it's influence... Fixing those
issues is a bit more involved, and would require a bit of refactoring of how we
keep track of accumulation channels.
linked via material
Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.
As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
- script execution is off by default
- if a blend file attempts to execute a script
this shows a message in the header with the action
that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.
- the file selector will always default to use the trust setting in the user preferences,
but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).
- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.
* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
Example render:
http://www.pasteall.org/pic/show.php?id=53202
ToDo:
* Move some functions into an util file, maybe a common util_color.h or so.
* Test GPU, unfortunately sm_21 doesn't work for me yet.
* CHARTAB: not needed anymore with improved copy/paste support and text input.
* IDPOIN: replaced by SEARCH_MENU.
* ICONROW/ICONTEXTROW: replaced by RNA enums.
* NUMABS: can use min/max limits instead.
* BUT_TOGDUAL, TOG3, TOGR, SLI: not used in 2.5 interface.
* RNA's editor types enum (space_type_items) has been re-ordered, added icons, and removed internal-only SPACE_EMPTY value, so that it matches the menu.
* Two fixes in code drawing enums as dropdown menu:
** All items were taken into account when computing the number of needed columns, now simple separators (void string items) are ignored.
** Simple separators items were drawn as labels, taking far too much space!
And now translators will be free from that ugly, insane menu-string! :P
Thanks to Brecht for the review.
tracks
As a convenience feature for those who are loading in action libraries and using
these to quickly block out things in the NLA editor, it is now possible to add
strips to AnimData blocks without first manually creating empty tracks to add
these strips to. Simply ensure that such empty AnimData blocks are selected
(Hint: click on the action line of the affected AnimData block to do so), and
try to add a strip normally.
offsets too (like for location)
This is useful in some cases when Copy Rotation constraints would otherwise be
used for this purpose but cannot be used for various reasons. Basically, this
works in practically the same way that the Copy Rotation offsets work, including
the same weirdness that you'll get when trying to manually rotate these in the
3D viewport using "global" space manipulations ("local/normal" spaces though
still seem to work really nicely).
WARNING: this may potentially break old files with transform constraint setups
involving rotation outputs. Please check whether this causes any problems on old
files, and report back if there are any issues.
When you convert a grease pencil stroke to a polygon curve and look at the
vertices, the first and last vertex have weight = 0, but all others have a -NaN
value. This was caused by division by zero issues when minmax_weights[0] ==
minmax_weights[1].