Age | Commit message (Collapse) | Author |
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collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
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- View now restricts to the actual region you work on. Makes zoom and pan nicer.
- Added HOME for reset view to 1:1 zoom level.
Also: fixed nasty bug in view2d code that checked validity of 2d views, only
showed (afaik) in the logic eidtor though.
Effect was that zoom in/out would weirdly jump when going across zoomlevel 1.
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mid_v3_v3v3
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now included in the exception message.
from bug report [#33018], this avoids common mistakes.
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used by any mesh/lamp/world.
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- replace ngon_fake_area() with generic call to BM_face_calc_area().
- add defvert_find_shared() utility function.
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Refactoring of draw code showed another problem: The MCol we want to draw may change without dm rebuild (e.g. when enabling solid textured option)! Also, choosing which MCol layer to use in GPU code is stupid, different draw modes use different layers/order of precedence!
Solved this by adding a new colType parameter to GPU_color_setup, and removing any 'color choosing' code from gpu_buffers.c.
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there are 3 operators here that share
utility functions with eachother but have nothing in common with other operators in bmo_utils.c
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Recently addons were submitted for review and this was the only advantage they had over blenders existing internal
select-similar tool.
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writing to attributes is disabled.
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Atmosphere panel since it isn't supported in the BGE.
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Now the correct paint struct is returned and the image zoom is calculated correctly
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3D text object editing, ALT+Backspace trick is back to construct special characters.
Like: O , Alt+Backspace , / creates an O with a / in it.
It also makes plus-minus, unequal, copyright, 1/2, 3/4. etc. Easy method you
never forget after using once!
Got broken with adding UTF support a year ago.
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* items were wrongly added too SYSTEM_BOOKMARKS rather than SYSTEM, now fixed
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This should make trackpads work.
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Screencast recording stopped on a undo/redo. This was because all thread jobs
were killed then. Now it leaves screen jobs (screen cast) running, that's
data that doesn't change on undos.
Also renamed jobs_stop_all() to jobs_kill_all() - it terminates threads.
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Appart from the color glitch, there was several problems with vpaint:
* "fast_update" mode was never on, because of wrong testing code;
* drawing refresh during stroke in "fast_update" (i.e. no dm rebuild) mode was broken in VBO mode, because updated (tess data) mcol wasn't moved to colors GPUBuffer.
Solved the later point by adding a new DM_DIRTY_MCOL_UPDATE_DRAW flag to DerivedMesh dirty var, which is set each time vpaint stroke directly update me->mcol, and forces GPU_color_setup() to refresh the gpu's colors buffer.
Also got rid of the uggly GPU_color3_upload(), which basically did the same thing, but with an additional intermediate buffer !
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in convertToOperations. The InputSocket->unlink function should only be used in combination with relinkConnectionsDuplicate, in which case the original node connection will still exist. This would trigger an assert failure, so the original connection should be removed. Only node using this atm is the channel separation node, but will be needed for future group nodes too.
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Last cleanup resulted in the dreaded "Click" to fail again. Commented it.
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Use the "Selected" color instead of the "Active" color when the group has active
status. This should help make the text just a little more legible, though in
some cases it still might not be enough.
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Backspace event is messed up - it was inserting weird characters in the editors.
Added check for proper keypress now. Will check real issue later.
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error in recent decimator upgrade, missing NULL check.
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it should have.
(pointed out by Bastien Montagne in relation to [#33002]).
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to BLI_math_matrix
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This way the sidebar is visible by default when making a new node editor.
Rationale is that the sidebar contains some extra detail settings for several node types. Many users don't seem to even know that this feature exists, so making it visible by default should be helpful.
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world, lamp, texture, scene). These node trees were not properly freeing the IDProperty data, due to not being called from BKE_libblock_free.
Now there is an extra function BKE_libblock_free_data, which is called explicitly in ntreeFreeTree if the tree is not part of the library data (ntreeCopyTree does a similar thing using BKE_libblock_copy_data).
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Builder will go online as soon as new environment is copied to buildslave machine over the internet
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Seems this file went out of sync with actual file on the server
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