Age | Commit message (Collapse) | Author |
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The problem was caused by keeping a reference to a Vector object that is
assumed to be unchanged, but actually altered by the geometry modifier.
The same code updates were made to similar code portions to prevent
possible future bugs.
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Resolved conflicts:
release/scripts/startup/bl_ui/space_view3d.py
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Instead of flagging the rigid body world for frame update just call
BKE_rigidbody_do_simulation() recursively for all scenes.
This avoids having to constantly check if the simulation needs to be
updated.
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The rigid body world could be rebuilt on start frame and one frame after
start frame. The latter was necessary sice animation playback usually
doesn't start at start frame.
This lead to different simulations depending on which frame the
simulaton was rebuilt when animation was involved.
Now we only rebuild the world on start frame.
This is actually tricky to do since, as mentioned above, animation
playback starts on second frame. To work around this we rebuild the
world before the actual update.
The alternative would be to rebuld the world on every simulation change
(like the other simulations do it) but this is an expensive operation
and would be too slow.
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only saving a NULL check per loop, causing most of the logic to be copied, ~130 lines.
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properly handled.
Based on review comment from Campbell.
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Based on review comment from Campbell.
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Based on review comment from Campbell.
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std::min() and std::max(), respectively. Based on review comment from Campbell.
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method
for releasing resources. Based on review comment from Campbell.
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Review comment from Campbell.
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Freestyle for Blender.
Review comment from Campbell.
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Review comment from Campbell.
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caused by the BGE keeping too much uv information. When setting up shaders the BGE assumes each UV layer is unique, but the converter would store duplicates.
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to export
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two bones
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Make it set the empty draw type for existing empty object.
change from yakca on IRC
also some whitespace cleanup.
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DNA headers when its not so obvious what their purpose is.
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changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
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* Consistency tweak: for properties based on an enum, we hide the buttons and do not grey out.
Greying out is for properties based on a boolean.
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* Some alignment fixes for Fluid Buttons in the "Fluid" panel.
* Tweaked Fluid Particle buttons a bit, no need to have redundant "Particle" name inside the "Fluid Particles" panel.
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* Made overlays use 2 columns, rather than 1 as suggested by Sebastian König in IRC.
* Small tweak to the Normal size button, grey out if unused.
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Fix for 2.66a
Screencast could be started twice in a row, but it then also added two handlers
for drawing an overlay circle around mouse cursor. After ending the screencast,
this circle then kept being drawn.
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Added compatibility option "Straight Alpha Output" to image input node
When this option is enabled, image input node will convert float buffer
to straight alpha.
This is not what you'll usually want with new alpha pipeline, nit this
is needed to preserve compatibility with older files saved in 2.65.
In that version byte image are resulting with straight alpha passing
to the compositor and alpha-overing required extra premultiplication
of inputs.
So, that's why Straight Alpha Output is needed -- it's set in versioning
code for byte node images so they'll still output straight alpha.
This option is currently only available in N-panel.
Additional change: added Alpha Mode for image input node to N-panel.
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in some cases.
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is copying properly to our sources.
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For 2.66a
Soft shadow was drawing a complete rect, but it should skip the top edge.
That allows transparent menus to still have a shadow too.
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Hope now gcc and 32bit msvc would both work.
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Seems it solves alignment error reported by 32bit MSVC.
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- optional, select between name/keybinding.
- when key input can't be parsed, alert red to give the user some feedback.
- key shortcut parsing could be improved or swapped out for button which grabs shortcut.
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for buttons in the graph editor for eg.
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drag toggle fix.
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compositor code
* These operators have never been ported to 2.5x and therefore should not come up inside the UI. (as they are not working).
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FFmpeg is now using S16P sampler for MP3 which is not actually
supported by audaspace, so request for S16 sampler instead.
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Crash happened when sequence image failed to load.
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buttons don't fit properly.
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and use_expand properly. These are hardcoded to shift and ctrl to make them
work when clicking buttons or menus. Now it checks if the properties are set,
which is still not ideal but makes it possible to override them from the
key configuration.
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