Age | Commit message (Collapse) | Author |
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textures slots
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This fixes obvious overflows when checking bitflags, who knows how much
undiscovered issues exists in the code still..
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Instead of getting fancy this time, we'll just use Mahalin's simpler
fix. This may have slight performance impacts, but it is a lot simpler
than the previous fix and shouldn't cause as many bugs.
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This reverts commit 315609ec0c1e28eb12bde3e8bbd2a5b03672b1a9.
This fix still causes more issues than it solves.
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MacOS.
This looks like an oldie and should not influence release, but if we do
make an 'a' build it's safe to include.
Report by Craig Jones, thanks!
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(not my day...)
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Sorry about that, should have checked this stuff more, with Internal material
renders are very fast (unoticable), but with Cycles it can take (a lot of) time,
like several minutes or more.
Will probably fall back to a dedicated operator users will have to fire themselves
when they want previews in their files.
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trying to be smart.
This breaks child interpolation otherwise because sometimes parent
paths are not calculated and give bad clumping results.
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This allows scripts to request the screen location of any (line, column) pair.
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Thanks to Campbell for the headup.
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enabled in userprefs.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D970
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This is to be backported to the release branch.
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in Image Editor
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(duplicate) keymap
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Was quite messy previously, think this is much more readable and easier to follow.
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Otherwise it gives all sort of weird and wonderful artifacts.
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This partial reverts rBd800cffaf10cb7, but fixes T40435 (Background label is not
redrawn).
It now isn't possible to use single modifier keys as shortcuts anymore. But this
is something that's not really useful at all, since it breaks more than it allows.
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This is an old option which wasn't working in over a year without complaint.
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Change generated color property to gamma space to match the add new
image operator.
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proxy size, render type etc.
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For CPU it gives available instructions set (SSE, AVX and so).
For GPU CUDA it reports most of the attribute values returned by
cuDeviceGetAttribute(). Ideally we need to only use set of those
which are driver-specific (so we don't clutter system info with
values which we can get from GPU specifications and be sure they
stay the same because driver can't affect on them).
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The issue was caused by the single letter in header, which is expected to be
captial as per standard: http://www.simplesystems.org/users/bfriesen/dpx/S268M_Revised.pdf
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This appends while giving ownership to the list, avoiding temp assignment.
This matches PyList_SET_ITEM which bypasses refcount's
Note, this also reduce code-size, Py_DECREF is a rather heavy macro.
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Setting all values of a tuple is such a common operation that it deserves its own macro.
Also added Py_INCREF_RET to avoid confusing use of comma operator.
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With this fix the mouse actuator movement works well as with even screen resolutions as odd screen resolutions.
Also it fixed the movement when the border of the blenderplayer window is out of the screen limits.
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D946
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Just realized menu buttons are using hardmin and hardmax for a bad hack which will make the assert fail :/
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Currently, but->str should never be smaller than but->strdata, but code shall
not rely on this.
Further more, but->strdata is 'only' 128 chars, this could become limit with some
translations, if the org label is already rather long, leading to truncated str
(Chinese e.g. can only store about 40 chars in strdata).
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* don't allow Node Editor input max value to be less then min value
* avoid the num slider drawing glitch if softmin equals softmax
* assert if softmax/hardmax is smaller than softmin/hardmin
With this, we sort of allow softmin/hardmin and softmax/hardmax being the same.
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Note - checked all glTexImage functions and we never use that. Border is
ifdefed out too here.
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changing dir.
In 99% of cases, you do not want to keep the same filter when changing dir,
and having to reset it by hand is *very* annoying!
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