having to go to the main area for changing socket values.
This patch should be considered a temporary solution. The Active Node panel is a horrible mess and needs to be split up and cleaned. It should probably be moved to python as well.
non-group trees (node trees not in the bpy.data.node_groups collection) to avoid confusion. For that purpose a new optional poll function argument has been added to NodeItem, which allows selectively
polling individual items in an otherwise static list.
When the sketchy chaining is used, stroke geometry may contain a 180-degree U-turn.
If the 'error' parameter of the Bezier Curve geometry modifier is small (e.g., 10),
Bezier curve fitting will recursively split the original stroke into two pieces.
This splitting may take place at a U-turn point, causing a numerical singularity issue
that leads to a crash.
Problem report by edna in the BA Freestyle thread, with an example .blend to reproduce
the problem. Thanks a lot!
The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
* Support using devices from all OpenCL platforms, so that you can use e.g. both
Intel and NVidia OpenCL implementations if you have them installed.
* Fix compile error due to missing fmodf after recent math node change.
* Enable advanced shading for Intel OpenCL.
* CYCLES_OPENCL_DEBUG environment variable for generating debug symbols so you
can debug with gdb. This crashes the compiler with Intel OpenCL on Linux though.
To make this work the preprocessed kernel source code is written out, as gdb
needs this.
* Show OpenCL compiler warnings even if the build succeeded.
* Some small fixes to initialize cdDevice to NULL, add missing NULL check when
creating buffer and add missing space at end of build options for Apple OpenCL.
* Fix crash with multi device + opencl, now e.g. CPU + GPU render should work.
I did a few tweaks to the code and also:
* Fix viewport render failing sometimes with Apple CPU OpenCL, was not taking
workgroup size limits into account properly.
* Add compile error when advanced shading in the Blender binary and OpenCL kernel
are not in sync.
Was a missing NULL-pointer check. No idea why it took so long to figure
issue out -- apparently there was no crash in linux for me and msvc
didn't show any backtrace :S
Also corrected weirdo way of bit flag check which was:
!ma->mode & MA_FACETEXTURE
better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
* Some closures (Toon, Diffuse Ramp) were not assigned to a CLOSURE_IS_* define, which made them invisible on render passes.
* Westin closures had wrong type, Sheen is Diffuse, Backscatter is Glossy.
Used slightly different approach from what was discussed with Campbell,
and the reason of this is slightly better support of curve point animation
re-mapping.
There're actually some limitations which better be discussed bewfore 'b':
- If there're no point animation, spline separation goes just fine.
- If there're animated points in the curve, blender will preserve
animation for currently editing curve. But, since new curve created
by Separate operator shares the same AnimData, it'll be animatied
in a weird way.
So not sure whether it's better to preserve animation for current spline
but require switching animationdata for new spline or resetting animation
for current curve's animation data.