Age | Commit message (Collapse) | Author |
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also fix minor error in MOD decimate when the modifier did nothing the reported face count would be wrong.
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after adding compressed DDS texture loading.
DDS images can be flipped compared to the Blender standard, however we do not
unflip them because we also don't flip compressed textures. If we would flip
those we'd need to uncompress, flip and recompress them, and so losing the
speed benefit that you get from using them. Users are expected to save DDS
image in OpenGL compatible format.
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Removed checks for PTCACHE_QUICK_CACHE for exception handling. This to ensure normal
cache works as if old PTCACHE_QUICK_CACHE wasn't set.
Thanks Campbell for pointing at this!
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removed the old unused normal map tangent computation code.
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dupligroup.
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missed some hits on very small scale meshes, e.g., bug #31143.
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- Disabled "Quick Cache" option. It was causing ridiculous updates
on the entire animation system for start-end frame on every user
event causing changes here (like during transform). Worst was that you
couldn't transform animated objects for that reason either.
Most of the code is still there, waiting for a moment to revise it...
- Constraint "Follow Track" (marker) wasn't using inverse matrix code
in transform, making it wacko to use (wrong pivot, crazyspace)
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inbetween events.
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- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
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material/lamp/world/scene/texture). These data blocks also need to link the id properties group in their ID base, otherwise custom properties stored in such local node trees will lead to dangling pointers on file load.
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Issue was caused by buffer shadows were binding buffer after offscreen buffers
was bind which lead to some unpredictable results.
Made it so ED_view3d_draw_offscreen wouldn't bind any buffers and for proper
shadows ED_view3d_draw_offscreen_init should be manually be called before
drawing to an offscreen.
This should also make open gl render with AA enabled a bit faster.
Also fixed missing sequencer cache invalidation when open gl render type is
changing.
Material and Rendered modes are still a TODO for sequencer.
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when tree is being executed. This could lead to nor initialized color space
for the image.
Solved by insuring image buffer is loaded before checking for whether color
conversion is needed.
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collections (removing animated shape keys could crash).
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- when an edge exists across a quad, dont attempt to triangulate it. (such a case isn't so common anyway)
- silly mistake when checking if anything needed to be done in the modifier, percent was being checked for 1.0 even when not used.
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boundries (verts that 2 faces share and have 2 edge users).
avoids ugly stepping between faces when applying on curves surfaces. (but less useful for architectural style models)
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quads.
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quads stay as quads when not collapsed).
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even geometry & nicer results in some cases.
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* Added additional tag_main_idcode in BKE_scene_update_for_newframe similar to what was done previously in BKE_scene_update_tagged to fix #32017 (unlimited recursion issue for material updates) by Joshua Leung
* So issue wasn't the dependencies, but the material was already tagged (from previous drawing), so wouldn't be updated each frame.
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Note that
DAG_id_tag_update used to be slow to call, but now it just tags and flushes delayed,
so it can be called for every object.
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change it now to 0.001 in existing files.
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memory
to compile, which for sure can not be allocated on 32bit platform
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Added support of such features, as:
- Ability to call RNA functions using C++ classes
For example RenderEngine.tag_update
- Property setters (for scalars and arrays)
Used Qt/jQuery-like getters/setters style, meaning Class.prop() is a getter,
Class.prop(value) is a setter.
Still to come:
Collection functions are not currently registering inside a property
Meaning BlendData.meshes wouldn't be a subclass of BlendDataMeshes result
you'll need to explicitly create BlendDataMeshes for now instead of doing
BlendData.meshes.remove()
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than normal
There was a missing byte buffer linearization for shader nodes.
Also fixed incorrect image input color space refresh when image is packed.
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Added option to display object's diffuse color multiplied by sculpting
mask. This option could be found in Options panel of toolshelf when in
sculpting mode.
Thanks to Nicholas and Brecht for reviewing the patch!
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checking >= 0.
also remove unused bmesh decimator code.
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parts of the geometry.
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Full Sample Antialiasing render gave fireflies with halos - especially on edges of polygons.
Reason was FSA exception case in code, using uninitialized color array.
Probably these fireflies were hunting us already for many many years.
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languages file into locale dir...
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while Blender is running, not only on load. It might help a case when Blender
is started before the CUDA driver is fully initialized.
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Now both UI translation menu (in userprefs) and isocodes are defined in a text file (release/datafiles/locale/languages), parsed at lunchtime. This way:
* No more need to edit Blender code each time we want to add an new language or reorganize the existing menu;
* Translators can easily add a new language for testing, by just editing the text file, so no more need to ask to change Blender code and wait for a new build to see your new translation work in Blender!
Remaining todo:
* Commit i18n py tools
* Update wiki doc!
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