Revision 00166ff by Bastien Montagne March 14, 2016, 14:05 (GMT) |
Better fix for T47787 - remove extra user due to 'user_one' as soon as we increase 'real' user count. This has several benefits: * User count remains coherent, regardless of the order in which you use 'user_one' & real refcounting users (i.e. if you add to group, and then link in scene, or the reverse, you now always get same final user count). * Avoids the need to check for potential 'user_one' extra user in count in several places in code (e.g. when making IDs single users...). * Users won't wonder why they cannot make 'single user' and ID even though its user count shows '2'! * readfile.c now always uses code from BKE's library.c when modifying id->us. Which means we can consider (asside from assignment during initialization) that id->us is read-only outside of library.c context. Note that this commit reverts previous one (rB6b1d77a8052b) - please **do not** backport this one in 2.77. |
Revision 6b1d77a by Bastien Montagne March 14, 2016, 13:50 (GMT) |
Fix T47787: When performing operation 'Make single user' -> 'obj&data', object could be removed from group. Similar cause as in T47482, we used to have poor handling of 'user_one' cases of ID usage, leading to inconsistent behavior depending on order of operations e.g. Here, was object used by a group but not linked in any scene - once linked in scene, their usercount would be 2, leading to 'making single copy', when it's actually not needed. We now have better control here, so let's use it! Note that other ID 'make single user' code will likely need similar fix (Images, etc.). Safe to be backported to 2.77. |
Revision 2a9bc88 by Campbell Barton March 14, 2016, 13:38 (GMT) |
Fix T47784: BMesh.from_object broken keyword args |
Revision a12d427 by Campbell Barton March 14, 2016, 10:29 (GMT) |
Fix T47772: Randomize stroke has direction bias |
Revision e509e91 by Sergey Sharybin March 14, 2016, 09:16 (GMT) |
Fix T47785: Rendering Crash, Node Connector Crash, Changing Editors Crash Regressions after 2.76, to be backported to 2.77. |
Revision a686aa3 by Campbell Barton March 14, 2016, 04:34 (GMT) |
Support mdisps for Mesh.flip_normals() |
Revision b9ae96d by Campbell Barton March 14, 2016, 04:33 (GMT) |
Cleanup: move MDisps flipping to own function |
Revision 66043cc by Campbell Barton March 14, 2016, 03:21 (GMT) |
Fix T47788: Symmetrize flips multi-res data Symmetrize was unusable with multi-res data, add an option for the bmesh operator not to flip the multi-res depth. |
Revision 0024768 by Campbell Barton March 14, 2016, 02:21 (GMT) |
Cleanup: style/spelling |
Revision 34fe03c by Bastien Montagne March 13, 2016, 17:21 (GMT) |
Fix T47773: Particle System with Boids Crash. Problem was, during initialization of boids particles in `dynamics_step()`, psys of target objects was not obtained with generic `psys_get_target_system()` as later in code, which could lead to some uninitialized `psys->tree` usage... Think it's safe enough for 2.77, though not a regression. |
Revision ed28134 by Bastien Montagne March 13, 2016, 14:44 (GMT) |
Fix bplayer (c) |
Revision 9779d15 by Joshua Leung March 13, 2016, 12:04 (GMT) |
Default Keyframe Type: Some UI tweaks * Don't show name of keyframe type in timeline header. It's getting a bit too crowded for that, so just show the keyframe icon. Hopefully that will be enough. * Tweaked the tooltip and label to make it clearer what the setting is for |
Revision 0e1b4e1 by Joshua Leung March 13, 2016, 12:01 (GMT) |
Fixed some type mismatch errors, missed earlier (CMake MSVC's output makes it really difficult to spot errors when they occur!) |
Revision 6bf9aa3 by Joshua Leung March 13, 2016, 11:56 (GMT) |
Fancy procedural icons for Keyframe Types The new "default keyframe type" dropdown on the timeline header (and also the "Keyframe Type" operator/properties in other places) now has procedurally generated icons which reflect what that keyframe type will look like when rendered in the Dope Sheet. This was achieved using the ancient "VICON" (vector icon) stuff that's lurking around in the dark parts of UI code. From memory, the only other things that use (or used to use) this stuff included some of the triangle icons for some dropdown buttons, or something like that. Notes: * Theme colour changes are reflected immediately by these icons. This is possible because they are all drawn procedurally * These icons scale with the DPI setting. I manually guessed the size of these icons. They can be adjusted further if needed. * I've documented the steps for adding voodoo icons like this on the wiki (http://wiki.blender.org/index.php/Dev:2.7/Source/Checklists/Vector_Icon) * It's true that the rendering of these keyframes doesn't quite fit the rest of the icons in the UI. However, since we're just leveraging the standard keyframe drawing methods (to avoid discreptancies between the two), we'll leave it as such for now. Maybe later we can consider blending in a bit of the glossy keyframe icons in the Icon Sheet? |
Revision 81e7f6b by Joshua Leung March 13, 2016, 10:34 (GMT) |
More compile fixes - Game Engine |
Revision 6ba8eb1 by Joshua Leung March 13, 2016, 10:22 (GMT) |
Compile fix for Linux |
March 13, 2016, 06:14 (GMT) |
Revision 570fbba by Joshua Leung March 13, 2016, 05:28 (GMT) |
Keyframing: Added ToolSetting for choosing default keyframe type To make it easier for animators working in a multipass pose-to-pose workflow when inserting breakdown keyframes and so forth, it is now possible to specify the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn in the Dope Sheet). Usage: 1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from the new dropdown located between the AutoKeying and KeyingSet widgets on the timeline header. 2) Insert keyframes 3) Rejoyce that your newly created keyframes have now been coloured for you already in the DopeSheet. Todo: * Look into a way of using the actual keyframe colours (from the theme) for the icons of these types. |
Revision b10e3cc by Campbell Barton March 13, 2016, 04:15 (GMT) |
Cleanup: warning |
Revision d5253aa by Campbell Barton March 13, 2016, 04:03 (GMT) |
CMake: use CXX for C++ in var name Follow convention cmake uses. |
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