move these checks from creator into BKE's image.c, this way we dont need the defines for creator, scons was missing DDS, HDR & Cineon for example and nobody noticed.
from Andrew Hale (trumanblending), with some edits to use these in mathutils.Vector added.
Added Functions:
- dot_vn_vn - Dot product of two arrays
- normalize_vn_vn - Normalize an array and store the result in a second array
- normalize_vn - Normalize an array inplace
Renamed Functions:
Some functions have been renamed to make them consistent with the naming conventions used by fixed length array functions.
- fill_vni to fill_vn_i
- fill_vn to fill_vn_fl
* Get rid of subrow/subcol variable names in the C UI code as well, use sub instead. This is shorter and sufficient.
* Minor layout alignment fixes.
* Greying out in NLA editor was doing nothing for "strip_time" property.
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
Regression was introduced in svn rev40343. It was caused by re-creating
EditMesh structure which was needed to solve issues with parenting to
vertices after topology changes. This would also erase derivedMesh.
Problem reported now is caused by missing derivedMesh which is used
to solve parenting and apply inverted matrix on ob->parentin, so
parented object used to stay at exactly the same position it used to
stay before parenting.
Not very nice solving of this issue: re-create derivedMesh after
re-creating EditMesh when parenting. Nicer solution would require
bigger changes and probably ful lrefactor of this tools.
* Added some RNA tooltips, now that they are supported by dropdown lists.
* Fixed some RNA num properties UI steps.
* Fixed a memory leak in Proximity modifier (when dm of "target" object had to be created, it wasn’t freed...).
- UV's were not being calculated if there were too many VColor layers.
- precalc (omd->size * omd->spatial_size) was being called in a loop.
- use vector functions to avoid pointer indrections on each access which the compiler wont optimize - eg: och->ibufs_disp[f]->rect_float[4*(res_x*j + i) + 1]
- dont call abs() on ints (converts to double and back to int in this case).
also unrelated render buttons change. move saving options directly under the file path since these were easy to confuse with image format options like zbuf, ycc, preview.. etc.
This patch adds a new CLIP_EVENTS flag for uiBlock, which will prevent the ui_but_find_mouse_over search function from looking into "lower" uiBlocks (i.e. those further back in the list). The order of block creation for nodes has also been updated to use the z-ordering (just the nodetree->nodes list).
In order for this to work, the bounding box values of the uiBlocks have to be set explicitely to fit the node size, those are usually either zero or calculated from the internal buttons.
Constraint (bones case only for now). See [#29100] for some problematic test
cases
* It is no longer necessary to have to press "Clear Inverse" before doing "Set
Inverse" to get a reliable result. The calculation now calculates the pose with
the inverse cleared as it's "baseline" first now, which has the same result as
clearing the inverse manually first.
* Also, this commit trials a new method for computing inverses when there is
more than one constraint on the bone. Previously it just temporarily muted the
offending constraint, but kept all following constraints active, thus
potentially including their results in the inverse calculation. However, since
the inverse should only really care about what the stack looked like up to and
including when the constraint is applied, all constraints starting from this one
onwards are now disabled when calculating the inverse. PLEASE TEST!!! In the
few tests I've done, the effects appear minimal, but this may be quite an issue
in the wild
*Update of i18n font, arabic should be more complete (now using DejaVuSans version), added devanagari (for Nepali, but used also by Hindi...) from Samyak-devanagari font...
*Enable Nepali translation, as it now has a font to display!
details:
- setting format options from python isnt possible anymore since this isnt exposed via op->properties, python should use image.save() function instead.
- image save UI now hides 'Relative' option when copy is selected since it has no effect.
- default image depth is set to 8 or more if the image has no float buffer, otherwise its set to 32 or less.
other fixes:
- image new was adding an image with a filepath set to "untitled", if this file happened to exist in the current directory a save on the generated image would overwrite it, now initialize to empty path.
- BKE_ftype_to_imtype was returning an invalid value if ftype==0.
Loopcut operator now has two extra features:
- Pad plus/minus allows to change amount of cuts
- typing numerical input works too.
(Number input max is set to 32 now. The code doesn't allow editing
values or backspace it away, nor does it show in header...)
Thanks & congrats Daniel Macedo for his first patch! :)
applied in some cases, due to more opengl state switching. There are still
some differences in performance, but that's expected due to different opengl
draw commands used.
The real reason for this crash is that ocean modifier (in generative setting) does not properly set the derived mesh face ORIGINDEX data to ORIGINDEX_NONE. With this the previous fixes are not necessary.