Age | Commit message (Collapse) | Author |
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matched the newly created ones.
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Straightforward patch, point tructure was already defined,
was just matter of defining RNA collection property for
mask spline.
Available via: mask.layers[0].splines[0].points
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Issue was caused by too hight value used for size,
which came from infinite Z-buffer point.
Solved the crash by clamoing maximal gaussian table
radius to 30K, which seems to be reasonable.
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difference) would flip
now check the loops are facing eachother, taking their relative positions into account.
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No need to cache this, creating it is quick.
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previous
versions when the Z values were the same, Also was inconsistent between full sample
on/off.
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"real" node, but for users it's a bit hard to find, so a menu entry is ok for now.
Eventually a context menu for nodes could be a nicer solution: right-click on node link opening a popup with operators for the node, socket or link under cursor, including option "Insert Reroute".
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material texture
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changed all at once)
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reported by Leon Cheung.
Adding an extra NULL check to draw_mesh_text() to avoid accessing a NULL material array.
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Blenderplayer ends up making a bad level call on startup. So, I've added a way to easily turn the asserts on and off (default to off) to allow people to still hunt down bad level calls without interfering with other people's debug builds.
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should help in hunting down errors caused by code calling into stubs.c, which shouldn't happen while the Blenderplayer is running. Remember, stubs.c is just to help with linking, these calls should never be used!
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needing to put BLI code in stubs.c. This fixes an infinite loop with the Edge Split modifier in the Blenderplayer. SCons still has to be tested.
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Idea here is to be able to have all files opened in IDE
and not confuse it by the same function implemented in
multiple files.
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Makes code in tracking.cc much easier to understand and modify,
without worring to breck compulation with Libmv disabled.
It is still possible compilation will break due to libmv-capi
changes, but that's not happening so much often.
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interact better with system shortcuts.
This is a special shortcut for switching between views and does not get
delivered directly to our view when we pass it through the application key
event handling path. We only have a single OpenGL view, so there's no need to
pass it on to the application, instead just interpret it directly.
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Was an heuristic failure writen for cases when there's no keyframe
in desired direction. Shall all be fine now.
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Display code was a bottleneck here, so made it so render
result draw follows Image Draw settings.
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Apparently eitehr merge conflict happened, or i had
too much depression in blood, but first camera was
just wrong after reconstruction.
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Animated characters were not rendering yet, the render code for it
caused a signal for re-draw and re-render, in eternal loop.
Solved by forcing viewport render to use the same derivedmesh data
as for 3d viewport drawing. Faster too.
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* Avoid one unneeded division by 1.0f and save one variable assignment.
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- Ensures fix for msvc2012 is applying correct.
- Some code cleanup to match libmv's code style.
- Do not include points which were intersect
behind the camera to a reconstruction.
- Includes changes needed for keyframe selection.
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This operator will run a tracker from previous
keyframe to current frame for all selected markers.
Current markers positions are considering initial
position guess which could be updated by a tracker
for better match.
Useful in cases when feature disappears from the
frame and then appears again. Usage in this case
is the following:
- When feature point re-appeared on frame, manully
place marker on it.
- Use Refine Markers operation (which is in Track
panel) to allow tracker to find a better match.
Depending on direction of tracking use either
Forwards or Backwards refining. It's easy: if
trackign happens forwards, use Refine Frowards,
otherwise use Refine Backwards :)
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Additional changes:
- Cleaned up sources to reduce mess in some
big functions.
- Removed unused function from libmv c-api.
- Made functions naming more consistent.
- Use bool for internal stuff in tracking.c.
Shall be no functional changes :)
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Actually more a feature request... Now create orientations operator has an additional option, use_view, when this one is enabled it will use current view instead of active object to create the new space.
Also made some cleanup (made some funcs static).
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Expand the Layers panel by default on Blender Internal as well.
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* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
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objects, found while looking into another bug.
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Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
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- Put it available as a default now (no debug value needed)
- Fixed viewport size error, viewport was badly set
(visible with border render, property regions)
- Fixed hanging lock in conflict between drawing and initialize
new renders.
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the array is known.
replace with STACK_* macros (moved to BLI_utildefines.h).
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change the operator option to an enum: Connect Loops - open/closed/pairs
because it was getting confusing having all as bools.
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consistent with projection painting.
Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
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mesh datablock went missing.
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