- Packing .blend files
If you work a lot with dynamic linked .blend files ("Libraries"), it's always hard to
share your work with others (or for bug reports!).
This new option packs all used external .blend files, and - on save - combines it together
in one .blend file. You can save that file on any location.
Loading a packed .blend file then loads all library data usual - not editable.
Just use unpack to save out all linked .blend files. This will only save out the files
according the directory structure as was used on linking - relative to the current .blend.
It will create new directories, so be careful with unpacking when relative paths go up.
This feature also works fine for linked compressed .blend files.
It also works for many levels deep linked .blend hierarchies.
Access is hidden for now - I need to get some people to give it serious testing first.
You can find the options via spacebar search (try pack or unpack).
- Packed data and Undo
Now all packed data is excluded from the Undo buffer storage. Keeps undo memory smaller
and makes faster redo possible.
for images and viewport was not getting refreshed with new baked
textures. Now made sure this happens. The image list is copied to the
job custom data so that the custom data cleanup function can properly
delete them (if gpu image texture deletion does not happen on main
thread, image bindcodes will remain intact for original images)
Mesh had invalid face indices (number too high).
On Separate in Edit Mode it crashed.
Two fixes:
- The Material properties viewer just showed the last material in the index array.
Now it shows nothing, to indicate it's an invalid selected material.
- Crash was caused by array copy magic, not checking the active index properly.
(No assert, no warning prints, I think cases like this can happen too easily, and this
way user gets notified nicely and can fix it).
- Drop group into 3d window now puts itself at mouse cursor location.
- Drop objects into 3d window now doesn't move the 3d cursor anymore.
Added new function ED_view3d_cursor3d_position() to handle this,
so the temporarily object-drop operator macro also could go away.
(Which was setting 3d cursor)
Edge length display in standard files (1 blender unit == 1) only gave two
numbers precision for lengths > 1. Three is much nicer at least.
The guess-work here in the code remains a bit dubious :)
- The main window has sliders, which was drawn behind the region
- If property region had slider too, it got even worse.
Basically the node editor is UI view, so drawing another UI on top isn't
functioning well in general.
Now scrollbars correctly hide and show, making space for the actual contents
in a region. It solves several old hacks, and puts view2d code a bit more
back in control as well.
Implementation notes:
- The view2d mask feature is working again
- The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding".
- Code for UI_view2d_region_reinit() is enforcing better standard view settings
But... two hack/patches needed to be added:
- Region panel drawing: if after generating the button panels it appears
a scroller hides or reveils, it calls all the generating code again.
(a simple scale doesn't work due to rounding differences in layout code)
- View2d code that maps 'tot' and 'cur' rects: if this code detects that
the mask changes, it calcs the map code again.
Also a bugfix (issue in 2.65)
- The left/bottom area split widget was drawing 1 pixel too large sometimes,
leaving bad trails on moving area dividers.
This two things were using the same DNA and RNA structures because
internally they're completely the same. However, that was confusing
from the interface point of view.
Now it should be much more clear what's going on there.
Issue was caused by resolution detecting which assumed zero resolution is
undefined one and should be re-evaluated. It doesn't work in cases when
there's a missing input, causing lots of unneeded resolution re-calculation.
It wasn't so much issue in average sized node trees, but it was a real
problem in generated tree from the report.
Currently used pretty simple solution which added a boolean flag to the
node operation which signal whether resolution was ever set or not.
There're probably smarter solutions here but can not think about them.
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:
1) Fix up their materials so they are properly using textures
2) Disable the material caching and take a speed hit during conversion time
Regardless of the setting, caching is always enabled for GLSL materials.
In case you accidentally link data in a library file from the main file, Blender would crash.
Now it survives, giving error messages to tell what to fix.
This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.
New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.
Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
of image file type, which makes it possible to have different
extension for the same file type depending on it's settings.
IRIS format should still be changed (depending on number of
channels it'll be .bw, .rgb or .rgba extension)
- Default image format settings would be set from image buffer
when re-saving it. Makes it possible to easily open .j2c file
and save it using J2K codec (without this change it'll save as
.jp2 using JP2 codec)
Icons in search menus were not drawing on the right location when UI panels were zoomed in large.
Not very common, but annoying. (DPI setting worked fine)