Age | Commit message (Collapse) | Author |
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importance sampling + OSL.
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Patch #35197 by Tyler Seacrest.
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Only the suggested changes that cause backward incompatibility were considered for now.
* Removed pyFXSThicknessShader that is identical with pyConstantThicknessShader.
* Swapped the order of two arguments of the pyDecreasingThicknessShader constructor
in line with other shaders taking the same arguments.
* Made module functions smoothC and get_fedge into methods of relevant shader classes.
* Removed pyExtremitiesOrientationShader that relied on undefined Stroke methods.
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object which is out of the float range.
also avoid raising exceptions by ConvertPythonToValue when they will be ignored.
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use edge-index rather then mouse coords for loopcut so the viewport doesn't interfere.
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after a bugfix for precision issues with low roughness. Now it renders them as
perfectly sharp which avoids the problematic calculations rather than increasing
the roughness.
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when strings use 'PROP_NEVER_NULL' we still want them to show an unlink button.
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select a menu item.
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Allowing any-key modifiers to work is cool, but this needs more work.
My previous fix made overlapping key presses (where you release key 1
just after pressing key 2) to not register as valid shortcuts.
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A previous bugfix disabled the dynamic paint modifier for orco texture
coordinate evaluation of the modifier stack. However the MOD_APPLY_USECACHE
flag is not a good way to check if the modifier is evaluated for orcos.
Instead I've added a MOD_APPLY_ORCO flag. Also removed a bunch of
applyModifierEM callbacks, none of them served a purpose except for the
subsurf modifier.
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New behaviour:
* On creation, smoke modifier only changes the drawtype for domain to WIRE.
* On deletion, smoke modifier does not change the drawtype.
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Root of the issue was fixed by Brecht in svn rev56441.
This change only prevents crash of files created in
blender before that fix, and also gives more useable
information about what's wrong (apparently, assert
here was doing nothing).
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Was a regression in rev53509, whic hallowed manual edit of properties
which weren't supposed to be editing manually.
Added the same effects length update as in trnaslation code, so now
updating strip frames from py/interface will keep things consistent.
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disallow assigning values that don't exist into a text field with a search-box.
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seem the edited value is also wrong.
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also set ShapeKey.relative_key to never-null.
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active-unselected object
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to show weightpaint below other overlay buttons in the 'Mesh Display' panel.
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poly.getMaterialIndex() and poly vertex indexes
revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute)
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to use unsigned offset.
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shape.
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compressed files we were not passing the full wide char path to zlib, so not
all file names worked. Now we use gzopen_w available in new zlib versions.
Patch by Tamito Kajiyama, I added an extra check for the zlib version so it
keeps compiling with older versions for now.
For platform maintainers:
Part of this commit are zlib 1.2.8 libraries for windows 32 bit. We still
need update libraries for windows 64 bit and mingw. There's a readme.txt
and build.bat included with instructions on how to build.
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also dist_squared_to_line_segment_v2 is quite simple so remove radius checks.
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pointing out!), also remove redundant vector copy in knife project.
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already implemented, it's in the Appearance panel now. Also added that panel to
the image editor now since it's relevant there too.
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image, no images need to be refreshed then but the cursors needs to be redrawn
still. Otherwise it gets stuck, especially annoying in unexpected cases where the
mask has reached the maximum for all pixels in the brush.
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of editmode on the child object.
Problem was that the object custom data mask was not taken into account when
rebuilding the derivedmesh in some cases, which is needed for the derivedmesh
to contain the mapping back to the original vertices. Now this data mask is
used for any derivedmesh build that will be cached.
Also problematic was that the datamask for the active object was applied to
all objects in the scene, which caused the parent object to be recalculated
when it didn't need to be. Now this datamask is only used for the active object.
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Just removed all calls of StringUtils::toAscii() as well as the function definitions.
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initializing the data_type variable for shader sockets and so tried to set a non-existing float RNA property, leading to failed assert.
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* Add a few more OSL templates to the Text Editor, so people can use some of the OSL only shaders and closures.
* Temperature (Kelvin) to RGB converter
* Wavelength to RGB converter
* Ramp closure (Phong and Diffuse)
* Toon closure (Diffuse and Specular)
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properly with blender internal is probably for after release, when we can add
the same system to gather textures from brushes, modifiers, force fields, ...
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circumstances.
Problem was actually integer overflow in the requested data layers (1 << 31) does
not fit in an integer, it only goes up to (1 << 31) - 1.
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Quad View: ALT + W
Switch Wireframe / Solid: F3
Render: F10
Properties: F12
Ortho / perspective View: P
Zoom to selected center: Z
Select/ Deselect all: CTRL + A
in changing A hotkeys ctrl-a hotkeys are now ctrl-shift-a and GameEngine is now ctrl-alt-shift-p
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more logically.
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the per-element axis-matrix.
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Moved the code after the masking check so we can skip the texture lookup
if the pixel is done, is a bit faster. Also hide the color wheel for these
tools, only did it for 2D paint in previous commit.
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(own fail with misuse of alloca)
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