Previously the OSL Mix shader node was clamping the 2nd color component (green) to the 3rd color component (blue). Now every component is clamped on its own.
There was a missing image reload signal in node creation by drag-dropping,
which lead to incorrectly set image type.
Also fixed misusage of IMB_freeImBuf used to release buffer acquired by
BKE_image_acquire_ibuf.
operator< had wrong brackets, changed it now to be more clear.
Fix#33404: crash GPU rendering with OSL option still enabled. There was a check
to disable OSL in this case, but it shouldn't have modified scene->params because
this is used for comparison in scene->modified().
Undo push was missed in cases when script failed to run with some error
when using Run Script in text editor. As far as i can see it makes sense
to skip undo push here only in cases live editing is enabled.
Otherwise it's indeed annoying to return to previous scene state when
debugging the script.
the green dot under the mouse would not draw under the mouse when clipping values were high (1000+) - which is common.
use a different method which doesnt give these problems.
Snapping operator in action editor for grease pencil and mask wasn't implemented. We could probably re-enabled/fix/cleanup more things in this area (e.g. use a custom poll func for operators not supporting gp/mask, instead of silently doing nothing), but this is for after 2.65 imho).
OSL noise() function is generating NaN's in certain cases, fix for that goes to our
OSL branch.
Also add missing minimum weight and max closure checks to OSL, forgot to add these
when fixing another bug.
When FBO failed in a particular way it could cause the opengl draw buffer to be
set wrong, effectively disabling all opengl drawing. The FBO error was caused
by cycles GLSL materials with no nodes that would still use blender internal
materials, which caused issues with lamp shadow buffers FBO.
This also fixes a GLSL refresh issue when switching render engines.
Bulging still happens, but fixed the cases where it was obvious
because it destroys an otherwise straight 'pipe' by snapping
the vertex mesh points to that pipe.
This property was never intended to be animatable.
Workaround: Animate density.
TODO for 2.66: Introduce on/off property for flow and collision objects
This fixes a memory leak caused by the last packet on stream EOF not freed.
(Memory leak occurs on ffmpeg heap managed by av_malloc / av_free, so it is
invisible to Blender)
Also: clean up the code a little bit (anim->next_packet was never really used,
so could be moved into a local variable)
* Change default blur type (Blur Node) to Gaussian. Feature Request by Sebastian König.
Patch by Troy Sobotka, approved by Campbell, Sergey and myself.
Also some simple OSL optimization, passing thread data pointer directly instead
of via thread local storage, and creating ustrings for attribute lookup.