Age | Commit message (Collapse) | Author |
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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and emboss. (note, this is from OpenGL 1.1 from 1992, nothing fancy), gives moderate speedup on my system when showing many buttons (10% - 15%).
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angles
Patch provided by Andrew Wiggin (ender79). Thanks!
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Overlay Option?
Use clamp to border for fixed textures.
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only functional change is the uiWidgetBase struct stored up to 64 verts, changed this to 36 since thats the most that is used atm, added assert if this ever changes.
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I'd moved them to Ctrl-Shift-Left/Right having thought that they were
for some reason now conflicting with some other hotkeys. Apparently
not.
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Shane Ambler (sambler) for this 12-month vintage!
From description:
One thing with the outliner filter box is it only filters items that
are currently visible. To find what you want you need to manually
expand a few levels so that what you want to find is visible.
This small patch expands items when filtering is done - effectively
turning it into a search.
Currently this does not alter the datablocks view as expanding all
entries takes waaaay tooooo long.
I prevent the expansion of RNA entries for userprefs which prevents
infinite recursion but the datablocks list is just too big for this
approach. I think it would need a custom outliner_build_tree for a
full search.
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* inline of math funcs for Apple PPC
* eltopo big/little endian ifdef
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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shader = gpu.export_shader(scene,material)
Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data.
The full documentation is under sphinx.
Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
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This allows all object selection operators now, useful for inspecting the scene.
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written in manually but had incorrect func names in places).
- add __func__ define to BLI_utildefines.h for MSVC.
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to when kicking devs for writing shoddy UI layouts)
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couldn't really think of a good name for it, suggestions welcome.
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* Code cleanup.
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* Remove check for ob.type mesh, this is done on RNA Level and not needed here
* Removed unnecessary row declaration
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OpenGL Lights
Added default direction to light.
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*Updated UI code (replaced “row columns” by splits ;) ).
*Clamped global influence to [0.0, 1.0] range!
*Added/edited some tooltips for Proximity.
*Proximity distance mapping can now be reversed by entering Lowest Dist > Highest Dist.
*Moved mapping before masking in Proximity, much more sensible this way!
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used, but clang pointed this out.
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initialized.
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UI script errors, reverting r39886.
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generated docs.
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it easier to
add new options without having to change function signatures all over the place.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Didn't notice this patch when was fixing bug myself, but it fixes some
more suspecious usages of angle_v2v2 instead of angle_v3v3.
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account.
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Select grouped used angle_v2v2 instead of angle_v3v3.
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unknown reason
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changes in snode_set_context. Before the r39941 this used a hack to 'test for first drawing', but since the snode->nodetree was set to NULL each time at the start of that function the condition would always evaluate true anyway. Simply removed that check to restore previous behavior.
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These nodes use cached buffers (in sock->cache), which need to be cleared when duplicating the node, otherwise the buffer will be freed twice.
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for missing reports, thanks to Sergey for tracking this down.
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Submitted by Rainer Wahler
This patch enables individual axis inversion in trackball mode.
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using the plain nodetree->nodes list, which is not dependency sorted any more. This caused missing updates for viewers and other nodes. Instead this code now uses the execution data generated before, which has a correctly sorted list of bNodeExecData.
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Doesn't matter now since composites are not executed in parallel, but just to be safe.
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- WeightVG -> Vertex Weight
- mapping_mode -> falloff_type
- nicer layout for VertexWeightModifiers add/remove options
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