Added a new pooling allocator for Bmesh based upon
the pool allocator availible in the Boost C++ library
as described here:
http://www.boost.org/doc/libs/1_34_0/libs/pool/doc/concepts.html
Each pool allocates elements of a fixed size, so every
element type in a mesh gets its own pool. For instance
verts occupy a different pool than edges. Each pool
is comprised of multiple arrays of a fixed size and allocating
/freeing elements is simple as removing or adding a head
to a linked list. Since the list of free elements is interleaved
throughout the unused space in the arrays, the overhead
for storing the free list is only 1 pointer total per pool.
This makes building/destroying bmesh structures much faster
and saves quite a bit of memory as well.
Originally the only way to run scripts automatically was with scriptlinks, which could be disabled for loading untrusted blend files.
Since then PyDrivers and PyConstraints would run even when G.f&G_DOSCRIPTLINKS was disabled.
Gensher, Theeth and Ianwill agree its acceptable to reuse the flag for other areas python runs automatically.
PyNodes still have no way to be disabled, (todo before 2.46a)
Shouldn't crash any more in the case that
a) invalid video options were selected
and
b) audio multiplexing was active
[#13311] video_stream NULL when writing ffmpeg
(did'nt crash for me though, but added extra protection :) )
Bevel tool was hanging on certain geometry where the edge
to be beveled was shared by two faces that had more than
one edge in common and caller was not checking return
status of Bmesh eulers. Fixed.
glitch when typing in / would ask the user to make a new directory. the last shash was being removed, then the "" path didnt exist and
asked to create it.
the maximum number of objects (255) wasnt being checked, added a check before baking.
also changed bakeing to use G.scene->base rather then G.main->objects since these can be in other scenes, from linked
groups, or used only by python so they should not be used for baking. it also meant having a domain in 2 scenes would fail with an error.
Nils, could be good to have a dynamic number of bakeable objects.
* [#13394] Sequencer: if internal strips have handles selected, dragging the metastrip changes the meta length
* Extend did not work correctly on metastrips when the nested seq's are out of the meta's frame range, added an argument to seq_tx_get_final_left/right
that returns the frame clipped by metastrip(s) if any.
a script error with a script that has an interface would not stop the interface from running again immediately, causing an annoying
error message loop.
Bug #13277, reported by Juho (bebraw) Vepsalainen (thanks!) - a typo made pynodes w/o input socket definitions fail with an out of range error when accessing the output sockets in the script.
* scene.object.context and scene.object.selected had broken get_item
funcs so scene.object.context[i] returned the wrong object.
* aligning the view to an object (numpad*key), did not disable the
ortho view grid.
* long standing problem where opening a relative image would fail with
no message. BLI_convertstringcode was returning a path with /../../'s
that need to be cleaned before the path could be read, the path was also
invalid from unix shell so its not a blender path reading problem.
* python api render() would clamp the endframe to a short.
* python api's render() and renderAnim() would not render compositing because the name they gave to RE_NewRender was NOT G.scene->id.name, added comments to
G.scene->id.name
Patch from Jean-Michel Soler (with slight modifs)
Small BPy feature to help script writers deal with armatures and vertex groups (calls the bone heat method to create and assign groups)
Instead of making it an exception compared to other objects which
don't draw z-buffered either, it now draws without lighting in the
wire color like it did before.
Force proportional editing flag off in object mode.
While it didn't have any effect on objects themselves, it could display the falloff mode (Smooth) in the header. The bug was purely cosmetic.
* when check_valid_nurb_u/v fails, no curve is allocated or drawn.
* knotsu/v could be NULL but some functions didn't check for this, make sure this is checked for everywhere.
* The interface didnt change check the order when the bezier u/v flag was set, added functions clamp_nurb_order_u/v that takes into accound the number of points and the bezier u/v flag.
When a bone in a mirrored chain wasn't named properly, it would leave the head or tail in an invalid state.
Now it applies the mirror to connected joints that are mirrored.
fixing [#11362] Blender.Draw.Image() method does not clip properly
also return silently on zero zoomlevel rather then raising an error, only raise an error on negative values.
Fixes
[#12106] Memory leak in sequencer (>10MB/frame)
in parts: inner contents of meta strips are freed up after calculation
making more room for the cache.
Actually have to think of a mechanism, that remembers, which output
frames are asked for and caches only those.
The best rules for stereo rendering are now applied to Blender. Here is the new situation:
1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game.
2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting.
Notes:
- If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras.
- If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect.
- If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.