Age | Commit message (Collapse) | Author |
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selection ops
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bones if "Only Selected" dopesheet filter is enabled.
When this was enabled, it would be too easy to accidentally change the selected
bones, causing the keyframes you were just editing to disappear
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show incorrectly).
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all unified paint settings properties, made sure to notify that
active brush has changed.
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3D view, when display set to rendered only. Emitter also appears in all GL Renders and some F12 renders.
Fixed OpenGL part: in draw_object, when object has some particle systems and none of them render the emitter, and display option is set to show only rendered objects, skip this object.
Note: Cycles matter I did not investigate, looks like a render-engine issue.
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ctrl + shift + left/right arrow key.
Patch #37142 by Henrik Aarnio, thanks!
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guaranted. Also heavily simplified it (previous code was supposed to have optimizations, but ended just looping twice over the markers' list...).
Many thanks to Brecht and Sergey for noting the quirk and reviews! :)
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Easy to fix, but do not really understand *why* this is needed...
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It was not implemented in anim filter yet.
it's strictly speaking not so much clear how
"selected only" mode is expected to work when
having multiple node trees editing at the same
time. For now all the animation data from
selected group will be displayed.
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Expect to be no functional changes :)
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Fix deadlock in Carve when rescaling to zero scale.
basically, scaling to zero scale is not what we want :)
Boolean result could still be unpredictable coz plane is
not a closed manifold.
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Issue was caused by Blender Internal changing LIB_DOIT flag
for scene when it gets updated for new frame. This leads into
conflict with flag used for tagging scenes fr render,
For now made it so nodes are being tagged instead of scene.
Only none node from those who're sharing the scene will be
tagged. And rendering scenes for node tree now checks for
node flag instead of scene's datablock one.
Ideally this tag would be replaced with scenes stored in an
array, but then it's not so clear how to check which node
to update.
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- Freeing was not using proper block length
- Duplicating memory block was not aware of
mmaped blocks.
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it was asserting if the last edge faces were already all set
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Thanks to David M (erwin94)
only added some comments.
https://projects.blender.org/tracker/?func=detail&aid=34178&group_id=9&atid=127
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- At Mind -
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(That commit, r60813, should never have been done to 2.69 branch, will revert it there, sorry :/ ).
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ignored, depending on the order of evaluation)... :/
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doesn't appear to work.
Init min/max values were just switched...
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this range due to sampling noise.
Side note: I looked into the mist pass because it was apparently not calculating
mist correctly on characters with transparent hair. Turns out this is just
sampling noise that goes away with more samples.
This noise is because the ray will randomly go to the next transparency layer or
get reflected, the path tracing integrator will not branch the path and only pick
one of the two directions each time.
Branched path tracing however will shade all transparent layers for each AA
sample, which means this source of noise is eliminated.
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and graphics card that does not support CUDA OpenGL interop.
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export was not implemented yet for this primitive.
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Set newly selected bone as "active", so that the transform properties show the
correct values for the newly selected bone
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obtained from OIIO by geterror().
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Also fix crash for files which could have been saved with
wrong active render layer.
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perhaps ED_scene_draw_fps is actually better to be placed
to a better place, but consider this is good for now.
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Objects were not being freed when unlinked from all scenes, due to user count increments on the ParticleSystem->parent pointers. These were referencing the objects themselves, creating a user count of 1
and preventing free. Object pointers should not usually do user counting, except in some cases like scenes and groups (thanks to Brecht for clarifying this).
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Added surface support to recent curve split operator, completing quick hack todo
Updated nurbs separate operator to make use of new split logic, completing tools todo
Added 'Delete segment' option to surfaces and improved surface duplication, used for split/separate
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in Text Generic
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Update tagging was happening only after full triangle was handled.
Now made it so images are updating once in 0.5sec, progress bar
will still update only after the whole triangle is done.
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first_camera variable was used uninitialized.
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a wanring :S
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corresponding bones
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The issue was caused by uncertainty of current camera when
there're no markers to the left of current frame.
Now in this case camera from the top-left marker will be used.
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My previous fix for uninitialized texture coordinates was not working well,
and in fact there was a bigger issue with GLSL drawing and missing attributes
with immediate draw mode. Now it will explicitly pass zero rather than having
it use whatever value was set last.
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Seems no user counter tricks are needed from r23598.
Also, r33453 is obviously wrong, because new ID's user counter is 1,
and could not exceed this value.
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