I've added a separate camera unit type. It's a bit strange to have an exception for
this but it ensures units are shown in familiar millimeters and it also ensures
backwards compatibility.
Also fixed BLI_fopen not being used for AVI movie files, which meant AVI read
could fail reading a file from a path with special characters on Windows.
Real issue was that transform manipulators' code was calling TRANSFORM_OT_trackball with data (PointerRNA) from VIEW3D_OT_manipulator. That op has constraints props, while trackball has not. This created some kind of "ghost" properties, that showed up in redo panel.
Why this only segfaults in BLF_pgettext in 32bit builds remains a deep mystery (currently dusting out my 32 vbox to try to understand it...). BLF_pgettext is supposed to be pretty secure. :/
This node and operations are not useful in background mode anyway,
but calculating them could be really time-consuming especially
when working on 4K frames.
This is a quick fix that perhaps overestimates the point
of first geometry collision, but at least for now it should
allow models that used the old modifier and a too-big
bevel amount to not look awful.
The correct solution to this problem is much more involved
and I'll get to it later.
ALERT! POSSIBLE BREAKING COMMIT, ESPECIALLY FOR SCULPT!
Separate the sculpt sampling function so that it can be reused
from other paint systems. This includes updating of the relevant
coordinates for anchored and rake style brushes, which are now
being updated as part of the stroke system.
I left only code for area-style brush texture mapping in sculpt
code, since it requires a few data structures not present on other
paint systems.
This commit makes it almost as easy to support rake on other systems as
exposing the python UI for it. Also it makes it totally possible to
have texture painting capabilities in vertex paint too :) These commits
will follow very soon.
Also, even if I did my best to keep the code from breaking, (even fixed a
leftover bug from coordinate changes) this is a big change. Please test!
Patch by Jehan Pages (pardon for mis-typing, emacs-nox works not so good with
urf-8 buffers here), with some own modifications. Thanks!
From the patch tracker:
The problem is because of several versions of ffmpeg, but even more because of
the fork situation libav/ffmpeg. So there are some installed versions out there
where you *must* use a float sample for some codec; whereas oppositely on some
other installations, you *must* use the int sample. So for some people, one
works not the other, and reciprocally.
As a consequence, you can't just have a switch codec-based, like in current
code, which decides on the float or int implementation, you must necessarily
have a runtime test because you won't know until then if ogg vorbis will use
one or another sample (note: that's true also for AC3 as I fixed the exact same
bug in DVDStyler for AC3 encoding a few months ago; and I guess it would be same
for AAC).
Some notes from self:
- New FFmpeg requires using FLTP for AAC, AC3 and Vorbis, it's not supported
by audaspace and result in this case would be just wrong. Throw an error
in cases FLTP is trying to be used.
- Moved strict_std_compliance a bit upper. When we'll support FLTP both
FLT and FLTP for AAC would need to be using FF_COMPLIANCE_EXPERIMENTAL.
- It is nice to have such check of supported by codec formats anyway.
This will print memory usage, mapped memory usage, memory peak,
compositing tree name and number of finished tiles to stdout
when blender is rendering in background mode.
This makes compositor a less blackbox and should help trouble
shooting issues happening during 4K ToS project.
Issue was caused by calling ensureDelta from initexecution, which will
read pixels from an input and it could read from non-initialized
operations.
Issue was originally introduced in svn rev54235 which added ensureDelta
to translate's initExecution, but since rev54349 this call seems to be
doing nothing.
Which lead to either multilayer sockets hanging around when switching image from
multilayer to singlelayer, or missing layers outputs when switching from single
to multilayer image.
imb_exr_split_channel_name didn't set any value to layer and pass names,
leaving them uninitialized.
This is likely solves initial report, but will know for sure after testing
windows build only.
Dudes, please try building blender with all default features
before doing such a commits. It helps just a lot when bisecting
issues later.
Also solved const qualifier discard happens in recent monofont
commit.
Issue was caused by the fix for #33650 which changed way to check whether
operation resolution is set or not from checking dimensions are zero to
setResolution was ever called.
Such change lead to conflict with MixBase operation (used for Mix node) which
uses temporary zero resolution to check whether input socket resolution is
known. This leads to zero resolution setting to that branch of tree. After this
resolution will never set to it's actual value.
For now solved by changing logic how MixBase operation detects resolution.
Namely instead of using trick with temporary zero resolution and calling
determineResolution for all inputs, and then call base class's method to
determine resolution just once again, check whether input socket is connected
and if so use it's resolution.
Shall not be regressions for real-life trees, but keeping an eye on this and
doing more tests is for sure welcome.
This patch allows Blender to display i18n monospace font in the text
editor and the Python interactive console. Wide characters that occupy
multiple columns such as CJK characters can be displayed correctly.
Furthermore, wrapping, selection, suggestion, cursor drawing, and
syntax highlighting should work.
Also fixes a bug [#34543]: In Text Editor false color in comment on cyrillic
To estimate how many columns each character occupies, this patch uses
wcwidth.c written by Markus Kuhn and distributed under MIT-style license:
http://www.cl.cam.ac.uk/~mgk25/ucs/wcwidth.c
wcwidth.c is stored in extern/wcwidth and used as a static library.
This patch adds new API to blenfont, blenlib and blenkernel:
BLF_get_unifont_mono()
BLF_free_unifont_mono()
BLF_draw_mono()
BLI_wcwidth()
BLI_wcswidth()
BLI_str_utf8_char_width()
BLI_str_utf8_char_width_safe()
txt_utf8_offset_to_column()
txt_utf8_column_to_offset()
* OBJECT_OT_make_links_scene did only trigger an 3D View update which was insufficient for Outliner (modifiers for example) and also some parts inside the Properties Editor (Mesh Data, Material Data).