Crash was caused by using NULL pointer as a wire color for drawing
object selection when drawing flag is set to DRAW_CONSTCOLOR.
Solved by not calling drawObjectSelect when DRAW_CONSTCOLOR flag
is set, which seems reasonable -- rather than adding checks deeper
in all possible functions which are being called there easier to
just not call that functions using a single check.
by default, since people usually want the layout to be updated).
Motivation has been confused user that tried to use live unwrap
afterwards and found that it would not work as it should.
For sure actual issue is in carve's triangulation system which need
to be investigated and fixed. For now only fixed by re-shuffling a
bit existing degenerative faces check and added extra checks there.
Would look into actual fix a bit later.
Previous attempt was not taking into account parent nodes of the group nodes (i.e. frames). The nodeFromView function should be used to convert between relative node location to absolute view space. Also added this in the node_add_node helper function, which is used in a number of operators for adding nodes in a specific location.
for a color combine (mix) node with render resolution at 100%
Seems to be that the MaskNode has been created as a complex node. But no
complex features were used. Converted the execute pixel to simple
execution. And it sees that the crash does not happen.
Not sure if it is the issue is solved. I am going to let the user retest
with this revision.
* [#32040] size-input of a blur-node is uniform for the whole picture
* [#32062] Blur node Size input is not working with
* [#32140] Blur Node using a greyscale input as size multiplier fails
to work
Node now has a new option (new compositor cannot detect if the connected
part is a single value, or an image connected).
With this option the use of a reference image to multiply the size of
the blur per pixel can be enabled/disabled.
Regards,
Jeroen
- At Mind -
Only visible edges are used to create the "sliding vector". The test used to detect whether edges were visible or not was working for solid shading, but useless in wire draw mode (as all edges are visible in this mode!)...
It was wrongly calculated bucket number per side in cases when some
of segments is filling the whole bounding box across some of dimension.
Solved by limiting buckets at least to 1 in such cases.