Age | Commit message (Collapse) | Author |
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New properties 'line_color' and 'line_priority' are added to Material ID data blocks.
The 'line_color' property allows users to specify a per-material line color that can be
used as a Freestyle line color through Material color modifiers of line style settings.
The new line color property is intended to provide a solution for line color
stylization when a proper Freestyle support for Cycles is implemented (likely
as part of the upcoming Blender 2.72 release; see Patch D632). Materials in
Cycles are usually set up using shader nodes, and Freestyle won't be capable
of retrieving colors and other properties from node-based materials any soon.
The new line color property of materials addresses this foreseen limitation by
providing artists with an intuitive alternative mean to specify line colors on a
per-material basis independently from node trees.
The 'line_priority' property gives users a way to control line colors at material
boundaries. When a line is drawn along a feature edge at material boundaries,
one of the two materials on both sides of the edge has to be picked up to
determine the line color. So far there was no way to control this selection
(which was in effect at random). Now the material with a higher line color
priority will be selected.
The new per-material line settings are shown in the new Freestyle Line tab in
the Material context of the Properties window (only when Freestyle is enabled).
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D634 by Severin
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This can be used to subtract a region from masks but it's not very
user friendly yet. To male this work better, the tool will probably be
brushified later.
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as we always get sdk properly fron ccflags in subcompiles
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build environments and prepend SDK_FLAGS to CFLAGS always
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* malloc() is used now, which is supported since sm_20: http://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#dynamic-global-memory-allocation-and-operations The performance of this needs to be tested on various cards still.
* This also works for Heterogeneous Decoupled Ray Marching, but in this case I get sporadic "Illegal Address" errors on my Geforce 540, therefore I did not remove the GPU check in kernel_volume_use_decoupled() yet.
I would appreciate some tests from people who compile themselves, enable Volumetrics in kernel_types.h.
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position.
Handle vectors for the initial location were only stored when the handles are actually
selected for transform. When only the master vertex is moved this can still affect
the handles though, since they are constraint to one side of the master vertex.
Now the handle data is stored regardless of whether handles are included in the transform,
so on cancel their location is reset correctly as well.
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and their data
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- Fixed incorrect section heading
- Missed one place where short was still used when the specific enum type would be
more appropriate
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It is sometimes possible to end up with a lot of datablocks which have old + unused
"AnimData" containers still attached. This most commonly happens when doing motion
graphics work (i.e. when some linked-in objects may have previously been used to develop
a set of reusable assets), and is particularly distracting in the NLA Editor.
This commit adds an operator which removes AnimData blocks (restricted to only those
which are visible in the animation editor where it is run from) which are "empty"
(i.e. that is, have no active action, drivers, and nla tracks or strips).
This operator can be found from the "Edit" menu in the NLA Editor. Although it also
works when run from the DopeSheet or Graph Editors, it is of less use there since
those won't show these empty AnimData blocks by default (since by definition, such
AnimData blocks necesarily have no keyframes or drivers that can be shown), hence
there will be no feedback if the operator fails or succeeds.
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Found by CoverityScan.
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* Put Normal Settings beneath the other ones, wild button jumping should be avoided.
* Remove Cage prefix for Object and Extrusion, it's clear from the button placement, the former UI was too squeezed...
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* CUDA can be compiled with Volume support again, change line 78 kernel_types.h for that.
Volumes are still fragile on GPU though, got some Memory/Address CUDA errors in tests.. needs to be investigated more deeply.
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forgotten to move it to openjpeg, doing this now
Note: In releases this was missing since 2.69, so we may want an ‘a’ release for 2.71
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Ne op is similar to other 'Select Grouped' ones in Blender.
Based on patch D288 by Cruentus_Nex (Steve).
Reviewed by Campbell Barton, thanks!
Revision: D288.
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occurence of delimiters.
Inspired by Python (r)partition str functions. Also added some Gtest cases for those new funcs.
Reviewed by Campbell Barton, many thanks!
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Patch by simonrepp (Simon Repp), thanks!
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D631 by mva
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Bevel factor is not supported by text, hide it from the interface.
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Noticed this while looking into something else.
The change is trivial, but gives a rather nice preformance improvement,
so why not.
Theres's actually a lot one can do to improve collision performance if
one wanted to, the triangle-triangle check alone has a lot of room for
improvement.
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Keying Set is inappropriate
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* Allows drag and place workflow in addition to click workflow
* Should be compatible with future use of calling operator and placing
instead of left-clicking
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crash
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(freestyle/wm related).
Render->freestyle_bmain is set to NULL after BKE_main_free() so that
the struct Main is not considered for tagging any longer.
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now use real view clip ranges for win-to-ray segment
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this case).
Reported by Clouclou over IRC, thanks!
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Changed the polling method used for both the add and remove LoD operators
to a more appropriate one.
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In rB78c491e the `initialize_particle` function was split into 2 parts for particle texture initialization.
The texture init part however also initializes birth times, which is now missing in the main init function
in some cases (notably when setting start/end directly without a subsequent time step).
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preview in BI when using SSS
Blender Internal only uses materials with non-zero user counter for SSS and new
mutable libblock copy was keeping users counter at zero.
Now it sets user counter to 1, which is a bit of arguable decision, but which
also kind of makes sense -- meaning callee owns the copied block.
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getters/setters list.
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* Removed deprecated erros, and added some new ones, which might help to figure out problems in the future.
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Adding a hack so that KX_GameObjects' culling status is updated based on
mesh slots.
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