1) It made no sense to show this as the last operator which was used, since
these can only be used from the anim editors (and not the 3D View where this
panel appears most of the time)
2) Mouse select operators in other places didn't do this
3) There aren't really any editable parameters for this operator anyway
4) It's highly dependent on valid mouse coordinates as input.
Apart from that, undo still works fine, so no need to really keep this here.
* Not all supported datatypes would show up in the NLA Properties Region when
selected
* Clicking on the name part of the "Active Action" tracks now selects the
AnimData block that action is attached to
Somewhere along the line, this functionality broke, even though the code to
handle these settings was still in place for many of these. The main implication
of this fix is that it should now be possible to select a particular AnimData
block, which makes it possible to do things such as changing the action
associated with that AnimData block (i.e. via the "Animation Data" panel in the
NLA Editor), as well as other operations which I've had on the todolist for a
while. Stay tuned!
Developer notes: this commit does painting in sRGB space. Since colours
are stored im byte per component formats, expect this to have the usual
dark fringing issues. Speed wise vertex paint could use some
optimization, for instance we could store the screen space vertex
positions on initialization like we do for texture painting, but this is
for another time. Also noticed that vertex painting suffers from the
subsurf + mirror issue too :/
Apart from that it's quite exciting how easy it is to add support for
texturing now that proper abstractions for texture sampling have been
done :)
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.