Age | Commit message (Collapse) | Author |
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character. also remove some dead code (return directly after return).
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in orthogonalize_m3 though this one wouldn't effect release builds.
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get_cddm and get_dm are called within modifiers so they wont ensure normals are valid, added an arg to optionally ensure valid normals.
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would leak a little bit of memory for every window created.
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with the lasso in some cases, will look into this after release.
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view3d-select bone operators can use it and get matching selection behavior when entering editmode.
- specifically - write to the connected parents tipsel flag when setting the rootsel flag.
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entering editmode.
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rendering.
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scene" reported by Raf Colson (raco).
The material caching now keeps a cache per scene. Before materials from different scenes were sharing the same cache.
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less-than comparison.
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BLI_strncpy_wchar_from_utf8.
Checked other usages of this function but they seem to be fine.
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inconsistency between 2.67/2.68RC and previous versions
This was in fact really nasty bug, caused by multitex_nodes
function using global variable R (which is a copy of current
renderer). this variable is not initialized to anything
meaningful for until first rendering (preview or final)
happened.
Since multitex_nodes might be used outside of render pipeline,
made it so whether CM is on or off as an argument to functions
multitex_ext_safe and multitex_ext. Now multitex_nodes() is
only shall be used for stuff happening from render pipeline!
Also needed to make some changes to other places, so all the
usages of texture sampling knows for the fact whether CM is
on or off.
And one more change is related on behavior of dispalcement,
wave, warp, weightvg modifiers and smoke. They'll be always
using CM off since texture is used for influence, not for
color.
It's rather bigger patch, but it's mostly straightforward
changes, which we really need to be done.
Reviewed by Brecht, thanks!
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the UI on OS X.
The problem is due to a large variable on the stack, and pthreads have a smaller
stack size than the main thread by default. On Linux the pthread stack size seems
to be 2MB, OS X 512KB and Windows 256KB - 512KB.
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wasn't utf8.
also correct bad assumption in BKE_image_load_exists() that all paths are relative to the current blend file.
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generated coordinates on text objects.
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Issue was caused by operator redo saving values for previous
inverted channels, meaning the same channels will be inverted
next time operator runs.
Don't think it's useful to save operator values here, since
you don;t have visual feedback about which channels were
inverted. So marked all this properties as SKIP_SAVE. Gives
much more predictable results.
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tests still).
also don't decrement active indices below zero (also a problem in 2.67).
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system include.
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Animation structure holds some buffers inside,
so for proper cache invalidation we need to
re-open the animation.
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data, delete_customdata_layer was using layer data pointer to check weather to adjust index values (but both pointers can be NULL). Remove this code and do in customdata.c
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- BLI_strncpy_wchar_from_utf8 wasn't NULL terminating the destination string, caused uninitialized memory use in BPY_python_start().
- BLI_strncpy_wchar_as_utf8 could write one byte past the buffer bounds.
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being passed in (enable in source files only)
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select)
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now use the active object first if its selected, this means when multiple instances are selected, using the active object gives a predictable outcome.
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terminated.
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Changed libredcode to GNU GPL v2 or later to make it more compatible
with additional libraries added to blender.
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an actual bug as far as I can tell.
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UV's, also removed redundant array check.
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might not want (even though in general I think its an improvement).
split this into 2 options, added 'Normal-Tangent' orientation that makes the mesh orient towards the tangent, otherwise it uses Z-Up as before.
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in fact the problem was caused by own previous fix/improvement for a different case, now this works as follows...
- render uses last-saved name, falls back to 'untitled' in blend file path.
- non render uses id-name always, saves into dir of last-saved image, fall back to blend file path.
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to follow emitter object rotation
With deformations and on a simple cube you could get axis flipping with normal-particle alignment.
now use the normal & tangent to create the orientation to give a stable matrix that wont flip.
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The reported line visibility issue was caused by a wrong calculation of a 2D
bounding box (so-called "proscenium face" in Freestyle) in the case of a
spherical grid data structure used for a perspective camera. The problem was
resulting from the proscenium computation based on two corners (min and max)
of the 3D bounding box of imported mesh data. Aware of the spherical coordinate
transformation involving non-linear (arctangent) functions, now the proscenium
is computed by taking in account all the eight corners of the 3D bounding box.
Also added minor code changes to facilitate future debugging.
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if statements and redundant initialization vars.
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- boids random option was falling through to average.
- (NC_OBJECT | ND_DRAW) notifier was falling through to ND_SHADING button preview updates.
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were falling through when its obviously incorrect to do so.
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