Scenes must be tagged to render, (old render daemon button) but selecting scenes in the data browser (shoft+f4) sets this also.
Using this script to generate jobs for the renderfarm much faster then loading blender.
Added a faster linear interpolation scaler to IMB_scaleImBuf.
Only handles common cases when we either
enlarge both, width and height or
shrink both, width and height
but that is pretty fast:
* does only blit once instead of two passes like the old code
(fewer cache misses)
* uses fixed point integer arithmetic for byte buffers
* doesn't branch in tight loops
Should be comparable in speed to the ImBuf ..._fast functions at least
for byte-buffers.
For the rather seldom situations that e.g. width is enlarged and height
is shrunken, the old code is still in use.
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Also small fix in sequencer: free float buffers on read now.
Horizontal keyframe filtering is now optional per editor (off by default). This option may be removed in future, but currently it's there so that users can use it at their own risk. Apparently this has been causing people grief.
In production rigs, such as those for Peach and Plumiferos, custom bone shapes are often simple wireframe shapes (formed with a single line). These are only visible when the armature's drawtype is Wire, which means that this drawtype must be used for the display of those bones. On the other hand, 'normal' bones must also be drawn as wireframes.
I've added a small toggle beside the field for the name of the object to use. This is marked 'W' (this is not great, but it'll have to do for now).
When activated, that bone's custom bone shape will always draw as a wireframe. As a result, the armature's drawtype doesn't have to be set to 'Wire' to see these bones.
Added 12 default color-sets for custom bone colours. There's a temporary button in the theme-buttons for generating the code for these, which should probably be removed once this is done. More colours to come soon...
This fixes several crashes with the new tstripdata_start/endstill.
dupli_seq was cleaned up as well as add_scene_strip (moved to a
seperate function)
New features:
* opacity can be used in replace blend mode
* the scene within in a scene track can be changed now within the panel
Also:
* [#7842] Note: setCodec in FormatTab disappeared...
should be fixed by this. (Not a big change, so I just commit and see :)
http://peter.schlaile.de/blender/sequencer/codec_buttons.diff
Now bounding boxes are computed per object, and checked first before
zbuffering objects. For strands, bounding boxes are computed per
original face in the mesh. Overall the speed improvement from this
is quite small (zbuffering is rarely the bottleneck), but it seems a
sensible thing to do anyway.
Now when previewing poses with Ctrl-L, pressing the Tab key toggles whether the 'original' (i.e. the pose before previewing started) pose gets shown temporarily. This allows the user to quickly compare the pose being previewed to the 'original'. No pose browsing is possible while the original pose is shown.
Keyframes in the NLA Editor could mysteriously disappear sometimes when manipulating the view in the NLA-editor, when an Action Editor was open beside it.
Fixed two issues with the sequencer:
* using blend modes with startstill / endstill in combination with IPOs
failed, since there was no room to store the composited result.
(It was stored into the same TStripElem thereby effectively disabling the
effect of the IPO)
If you have no idea, what this is all about:
A common case was: use a single PNG as a title, extrude and try to fade
in / out using IPOs.
* startstill / endstill are always displayed, so that one can change them
also on movie-strips and scene-strips.
They now also store a list of samples per pixel, and then get
shaded together with the ztransp samples. This comes with a
slight speed hit, but mainly memory might be a concern. However,
testing some peach scenes I haven't problems.
This completes the pipeline make-over, as started in 2006. With this
option, during rendering, each sample for every layer and pass is being
saved on disk (looks like non-antialiased images). Then the composite
and color correction happens, then a clip to 0-1 range, and only in end
all samples get combined - using sampling filters such as gauss/mitch/catmul.
This results in artefact-free antialiased images. Even Z-combine or
ID masks now work perfect for it!
This is an unfinished commit btw; Brecht will finish this for strands.
Also Halo doesnt work yet.
To activate FSA: press "Save Buffers" and the new button next to it. :)
Now when moving keyframes in the Action Editor, any existing keyframes on the frames where a selected keyframe lands (after the transform) will be removed. This is to prevent stacks of keyframes which cause blips and headaches for animators (especially stressed animators with a looming deadline).
I've added an option to the Action Editor's View menu to turn this behaviour on/off (by default, it's on). This shouldn't need to be used too much, and may be removed in due course. If it stays, it'll need a better name...