Age | Commit message (Collapse) | Author |
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when a texface layer exists this still overrides the default material.
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around.
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* changed stupid miplevel/MIPMAP naming in icon code, it was really the icon size (small icon or larger preview) that was meant there.
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strange.
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This fixes one part of [#27353] VSE crashes on large M4V
StripData was alloced in full length for MOVIE and SOUND-tracks, which only
use the first element for filename storage. (StripData as an array is only
used in IMAGE strips).
Fixed the crash and documented accordingly.
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This patch adds adjustment layer tracks to the sequencer and does some cleaning
up of the code.
What's an adjustment layer?
Think of it as an effect track, which takes no explicit input, but alters
the output of everything down the layer stack.
So: you can add several stages of color correction with it.
And: you can even use it with metastrips to group several adjustments together.
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__pycache__.
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Displace and Warp modifiers.
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viewport.
also remove unused function in creator.c and minor edit to search menu poll function.
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added netbeans project file generator.
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lot!
Reviewed by Tom Musgrove and myself.
From the patch description:
ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why.
Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
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* Manipulator operator wasn't registered in particle mode.
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vertex (e.g. 9 particles generated at 8 locations)
* The tiny offset value used in particle distribution code was actually too small, so that floating point errors got the best of the calculations.
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and there are still another multires modifiers in the stack.
Helps to prevent loosing sculpt data when you occasionally added another
multires and reomved it with "X" button.
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This fixes frame colors not showing up right when using letterbox in the embedded player. Frames are drawn by clearing the whole canvas and then changing the viewport to be within the frames. The problem is that the embedded player's canvas is setup to be within the frames. This means that the extra that would normally be cleared and filled with the frame color is instead the gray color of Blender's region since nothing is actually drawn there by the BGE. To solve this, I just handle the frames in BL_KetsjiEmbedStart.
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removed diagonal golden rule (not very common), added harmonious triangle and golden triangle options.
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Aligorith: replaced v3d->keyflags with ANIMFILTER_KEYS_LOCAL since v3d->keyflags couldn't be set anywhere and wasn't initialized.
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selection' preference enabled would offset the camera.
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- camera object movement was missing a notifier
- auto perspective now works when rotating the view.
- shift+b now zooms.
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from the current shape mix. The old behavior is still accessable from the
menu as "New Shape From Mix".
Checked with Sergey and Bassam that this is a good change. New users
expect the add shape button to simply add a new blank shape, and get
confused when that is not the case. It is also really easy to
accidentally have other shape information in a new shape when the
"from mix" behavior is default.
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- follow rotate/pan/zoom/dolly operators.
- auto-depth preference works.
- smooth view navigation supported.
- view selected, all & numpad operator work too.
TODO
- deal with camera transform locked axis
- find a way to move/zoom the frame while the camera is locked (if it turns out to be a problem).
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Smooth brushes at requires face map which haven't used to be created for
simple meshes (without modifiers).
Use corrected need_fmap flag at stroke initialization, so face map
is created properly for "temporary" smooth brushes and simple meshes.
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no depth was found.
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rotations, so setting the matrix of an object would fail in this case (rotational jump).
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rename v3d functions
* view3d_to_ob -> ED_view3d_to_object
* view3d_apply_ob -> ED_view3d_from_object
* view3d_apply_mat4 -> ED_view3d_from_m4
Changed ED_view3d_to_object() not to temp modify the view rotation and don't overwrite the objects recalc.
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wasn't yet recalculated, use the quaternion instead.
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after, also remove 2 unused flags from ScFillVert struct.
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only RNA access currently 'image.resolution'.
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Disabled by default.
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