Age | Commit message (Collapse) | Author |
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Patch by Sebastian Koenig
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@campbellbarton, it's really helpful to have strict flags enabled
for release builds as well -- especially when you're working in areas
which are heavily using least squares solvers.
For now made it so blender compiles, but it could be better solution here.
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artifacts
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- selecting a boundary edge would randomly point in/outside the face (now point away).
- selecting 3 verts would use the first selected edge as the tangent (now use longest).
- selecting 1 vert betweem edges, uses the edges to define the tangent.
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Freestyle was using the default Cycles rendering settings (e.g., the number
of samples) and users could not change them. Now all render parameters
(except for film_transparent) are inherited for Freestyle stroke rendering.
Problem report by Danny Grimm on Facebook, thanks!
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No need to copy/restore entire object struct (just to read location)
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Called memcpy with a NULL pointer,
causing the following NULL check to get optimized away.
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also add operator to test blacklist
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- clamp selection on entering editmode (Python may have changed).
- BKE_vfont_select_get no longer succeeds with an empty selection
this caused many operators to go ahead and operate on zero size array.
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Nice little memleak!
Patch by reporter (randon (Dun Liang)) with minor own cleanup, thanks!
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First one, reported by Sergey, was searchbox not closing when validating it (enter or LMB click)
without any active item (we need to enable escapecancel here, to close menu too).
Second one was SEARCH_MENU_UNLINK variant not unlinking at validation when no active item.
Thanks a bunch to Campbell for help here!
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Usual same issue (unset property != set property to default value).
Review and minor edits by mont29 (Bastien Montagne).
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2d & 3d cached text now draws pixel aligned now.
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Tool-tips and header-text used a different pixel alignment from the rest of the UI.
This causes blurry text with multi-sample with NVidia.
Other text still needs the issue resolved (View3d info for eg)
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Currently there are inconsistencies with pixel alignment.
but this commit has no functional changes.
- wmOrtho2_region_ui for UI/Text.
- wmOrtho2_region_pixelspace for 2D drawing.
- wmOrtho2_pixelspace - when the region isn't used.
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- follow references to Bone, Sequence, Node (non ID types) by name only.
was causing infinite recursion.
- add support to skip individual class properties.
This can now write an entire blend-file.
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Failed on any cyclic poly line.
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invisible layers
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For UI & operator toolbar this makes sense,
but for keymaps - hidden props can make an important difference.
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At compo level, only skip data type conversion if both ends of a link do not require it.
Thanks to Lukas for advices and review.
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Core of the issue is that pointcache handling in depsgraph were (re-) tagging
for update some objects on hidden layers, when all their dependencies remained
untag.
Since we do not want to update objects on hidden layers, take this data into account
when flushing pointcache.
Investigations and org patch by self, reviews, advices and final patch by sergey, many thanks! :)
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This adds a fresnel conductive OSL preset to the Text Editor. Based on a patch by Lukas Stockner.
Differential revision: https://developer.blender.org/D145
See the differential for details.
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* Improved Cycles fire, patch by Gottfried Hofmann. Differential revision: https://developer.blender.org/D777
* Added Smoke + Fire type to the operator too.
* Cleanup.
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message in terminal was: RNA_boolean_get: WM_OT_append.relative_path not found.
Added check for existence of the relative path property which was removed from append
since it is not needed and used.
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* Add Density multiplier.
* Use Smoke color attribute.
Patch by Gottfried Hofmann, with some small tweaks by myself.
Differential revision: https://developer.blender.org/D776
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types.
Problem report by Nahuel Belich through Facebook, thanks!
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Quick fix, this is actually a demonstration of why we should use modal keymaps!
We can give any event to *start* the op, but then hard-code how to *end* it... tsk.
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Now the Quick Smoke operator creates a basic node setup for smoke and fire. This could be made more fancy still, but that's for later. :)
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