The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space.
The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
bone renaming
* Renaming F-Curves now checks if the corresponding F-Curve's group can also be
renamed accordingly.
* Changed the RNA updates for bone renaming so that they properly update the
channel lists
WM_keymap_add_item(keymap, "TEXT_OT_insert", KM_TEXTINPUT, KM_ANY, KM_ANY, 0);
<--- this catch-all key map item at the end of the Text Editor keymap was
gobbling all the key events for user-defined hotkeys added after it in the
keymap. This includes all hotkeys for new operators defined by addons (via
keymap.keymap_items.new()).
As a slightly hacky workaround for this, I've added an extra parameter to
keymap_items.new() which will force the newly added item to get added to the
start of the key map items list (i.e. with top priority). To enable, simply add,
head=True to keymap_items.new() calls. For example:
keymap.keymap_items.new("MY_OP_my_operator_id", type='E', value='PRESS',
alt=True, head=True)
This should be useful for cases where there are similar catch-alls, where it is
necessary to insert our item before the offending catch-all (without knowing
which one it is). However, in general, it's recommended not to use this, unless
all other methods (inlcuding choosing another key combination if your first
choice doesn't work) fails.
Around Frame is enabled
It turns out that the final "rebuild pose" at the end of each ghost drawing step
was at fault here, as it resulted in bones referring to a different set of
constraints after each ghost drawing step. However, most of the time, these new
references pointed to non-existent locations, causing the segfaults.
To fix this, I've removed this last rebuild step, which seems to work fine (no
major problems seem to arise from this). Also, to ensure that the other object
parameters have not changed (as a result of the reevaluation that needs to go
on), we now evaluate the object once more after all the ghost drawing (but
before final restore) so that object parameters (and potentially sub-data) are
all restored to their original values.
An upside of removing the final rebuild step is that "In Range" and "On
Keyframe" ghosting options now work with proxies again. Previously, trying to
move bones (but without autokey enabled) would mean that bones would snap back
to their unkeyed positions.
the implementation was following my early commit for Math node
I haven't had a chance to run those through Brecht, but would like to do eventually. (they work fine though)
- Add check for header field in BMP decoder. This is needed to distinguish
whether file is indeed BMP image or not.
Without this check Blender could easily crash when it'll try to load
non-BMP image.
Tested with files from own HDD, but all of them has got BM header field,
more testing would be welcome.
- Made Jpeg2000 aware of J2K codec. Originally was needed to verify .j2c
files here in the studio, but having support of this codec would be
nice in general.
Currently supports only reading in this codec, writing would still
using jp2 codec.
- Even preserves thickness but can give unsightly loops
- Smooth gives nicer shape but can give unsightly feather/spline mismatch for 'S' shapes created by beziers.
This is an example where smooth works much nicer.
http://www.graphicall.org/ftp/ideasman42/mask_compare.png