Age | Commit message (Collapse) | Author |
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since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces.
developers note:
- EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free
- EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index
- EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free
- ED_uv_element_get -> BM_uv_element_get
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parameters which are used by the skin modifier (such as radius)
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mempool).
needed for other changes - coming.
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I *really* have to go back over all our patches in this script and try to port them back in respective projects!
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masking, like lasso selection.
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Added a weight slider to track which defines
how much particular track affects in a final
reconstruction. This weight is for sure
animateable.
Currently it affects on BA step only which in
most cases will work just fine.
The usecase of this slider is to have it set
to 1.0 most of the time where the track is
good, but blend it's weight down to 0 when
tracker looses the track. This will prevent
camera from jump.
Tutorial is to be done by Sebastian.
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broken elsewhere, better not fail silently.
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an edge, face winding could be flipped incorrectly.
also remove search for shared edges - all callers pass the edge in.
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smooth or aligned.
- HSV values need to be shifted.
- drawing the quads wasnt aligned well to colors.
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this makes it easy to set primary colors without using RGB sliders.
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functions.
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This makes the tooltip much more descriptive to tell the user what the setting does. Suggestion by Thomas Beck and bcon13.
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This is just the "Apply Visual Transform" operator.
It's very usefull for rigid body simulations but hard to find and users
usually don't know about it/don't know it's usefull to apply rigid body
transformations.
It seems bit out of place (especially the tooltip) so we might need to
do a bit more here.
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which was used when both were int's).
Ctrl+Shift now snaps normal button to 15deg increments.
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from Philipp Oeser (lichtwerk) with minor edits.
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from Lawrence D'Oliveiro (ldo)
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from Cyrille Ruggero (kalado) with some edits.
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Can't actually test here so hope this is enough.
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Should be no functional changes.
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Remove patch that has been applied upstream.
Fixes several bugs.
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Would draw ellipsoid instead, which is not so useful and wrong when
used for rigid body collision shape visualization.
svn merge -r59887:59888 ^/branches/soc-2013-rigid_body_sim
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(suggested in report [#37196]).
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noise modifiers with a large 'octaves' value.
Problem report by Light BWK through personal communications, thanks a lot!
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The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as
with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
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node in OSL produces bad results. Really stupid bug, OSL math node was assigning the clamped 1st input value instead of the
clamped result of the actual operation.
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orientation in vertex select mode.
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redraw flag were mixing up types - int/char/bool, add enum type to use instead.
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individual origins and normal transform orientation are set
thanks to psy-fi for the initial patch.
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- use TREDRAW_HARD define
- use apply prefix for transform callbacks.
- make callbacks static.
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Was a typo from refactor to calculate sculpt plane from forward facing
vertices only. The branch of the code that did the calculation would end
up with a nice division by a wrong number.
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Otherwise some invalid pointers will be left
which could be harmless if real object stays
local, but crashes when linking them to
another files.
Was discovered here in the studio during
Project Pampa, and the steps to reproduce are:
- Create lib.blend, put armature and cube to it.
Create a group with them.
- Create scene.blend and link group from lib.blend.
- Make a proxy from armature.
- Make group real.
- Add real objects to a group.
- Create comp.blend and link group from scene.blend.
This step will creah.
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Action Constraints
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DopeSheet too
Previously, it only worked in the Graph Editor, though I thought I had
implemented it here too.
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