Age | Commit message (Collapse) | Author |
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CTRL + MMB zoom in 2d editors now depends on 'max zoom' level. This makes
zooms in UI (very limited) go smoother, but for fcurve or timeline it's same.
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dialog.
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option in the material in texture draw mode, now it always overrides the material.
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it was using tessfaces when theres no need to.
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with transparency, would show as too dark colors on edges.
Found a strange issue here though, the alpha value in the OpenGL render result
is not the same as the one specified in the material. It's not clear to me why
this happens, color space conversions should not influence the alpha channel.
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Right now most simulations can't handle cache start frame < 1
unfortunately.
There are two main problems:
1. frame 0 is a special case so some simulations will just pop back to
their initial state on frame 0.
2. blender doesn't allow playing the animation starting from negative
start frames, so most simulations only work when baked and not during
regular playback.
Just change soft limit since sart frame < 1 can work in some cases, but
this needs to be fixed properly in the individual simulations if we
really want to allow it.
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Grid was blending with wrong theme color.
Since r53636 TH_HIGH_GRAD is used as a background and this
color shall be used for blending.
This is possible other usages of TH_BACK are wrong here as
well, but would want Antony to check on this.
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using default UI_UL_list class.
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doing anything. Navigating a list of more than 5 elements requires keyboard.
Systematically adding some custom id to template_list using default UI_UL_list class, this one is commoly used more than once in an area, yielding collision issues if they do not have a custom id...
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directories after shuffling order of subdirectories and
compiler flags tweaks.
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libmv still requires optimization switched off because
of some incompatibility of SSBA and MSVC optimizer which
makes bundle adjustment work just wrong.
This shall not be an issue for Ceres and no need to
disable optimization for extern_ceres
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Calculate dependent area based on distortion model rather than
using 15% of image resolution for this.
Some assumptions here:
- We're assuming real-life camera calibration is used here
- Maximal undistortion delta would be achieved on frame boundary
- Distortion fully goes inside frame
This makes it possible to approximate margin for distortion by
checking undistortion delta across frame boundary and use it
for dependent area of interest.
We do not use any formula-based equation here because we're likely
support other distortion models and in that case it'll be stupid
to try detecting formula here.
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conditional.
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white background color
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Made my last fix a little bit faster and more elegant by not playing around
with seq->tmp (only reseting it to NULL, like the old code).
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This fixes a bug in sequencer cut tool:
* if you cut two strips of the same name class (MVI_XXXX.MOV and MVI_XXXX.001)
the two new generated strips will end up with the same name.
(easy test case: add a MOV file with it's accompanying audio track to the
timeline and then cut both strips at once into two pieces)
* visible problem: your animation data will get messed up on the way, since
the animation system doesn't know, which strip it should assign the
animation.
Problem was caused by generating a new list of sequences within the
cut_seq_list() function:
Since dupli_seq() can't see the members of the new list of sequences, it
won't be able to assign unique names in all cases.
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Since BKE_object_where_is_calc() might be called outside of
scene_update_tagged_recursive(), we need to fall back to the scene's
rigid body world.
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The RNA path interpretor code was using a function to get the portion between quotes,
this function was not even checking if there *are* quotes at all! Causing bad
memory allocs or crashes.
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Simulation needs to run from the beginning to work properly.
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size
to retina pixel size correctly.
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translations.
Also enhanced the ugly py ast parsing code, so that it now can handle (up to some extent) "name" function nodes, and add bpy.app.translations.pgettext func familly to extracted ones...
This ast py parsing becomes more and more ugly, should probably try to refactor it a bit. :/
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Sv.Lockal, Gabriel Gazzán and Satoshi Yamasaki, thanks!
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this meant toggling clamp didn't take any effect until the mouse was moved. (annoying glitch)
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cause bugs but turns out its not used,
ifdef'd it out but keep in the struct in BLI_mempool for now.
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BKE_object_where_is_calc_time_ex() so extra arg is at the end (loose convention for *_ex() funcs). also some style cleanup.
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When restoring coordinates in sculpt mode (used for several brushes
including anchor brush), can use sculpt_undo_get_node() for
non-dyntopo sculpting instead of sculpt_undo_push_node().
This should bring speed of anchor brush back to 2.65 level for regular
mesh/multires sculpting.
Fixes projects.blender.org/tracker/?func=detail&atid=498&aid=34208&group_id=9
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* added area of interest based on a radius around the input tile.
If someone can implement a correct formula (based on K1, K2 and K3) and send it to me, I will be happy to apply it!
- At Mind -
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Justa cluster did not have enough memory to handle all Mango 4k scenes.
Option is default disabled and can be enabled in the performance panel.
- At Mind -
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Copying scenes didn't handle rigid body worlds previously.
Since we use groups to keep track of objecs in the rigid body sim it's
tricky to do the right thing here since groups aren't duplicated.
One option would be to create new groups and add the duplicated objects
into those but that has other drawbacks.
So the rigid body world isn't copied for now.
TODO find a better way of handling this.
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Since rigid bodies need their world to be be updated correctly we now
pass it alongside the parent scene in scene_update_tagged_recursive().
Add BKE_object_handle_update_ex() as well as other object functions
that take a RigidBodyWorld for this.
Ideally this shouldn't be needed but we'd have to restructure scene
handling for that. It's not a small taks however and definitely not
something that can be done before release.
Thanks to Campbell for review.
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you UV mapa a face of a cube" reported by joaclint.
Material caching can now be disabled for Multitexture and GLSL Materials.
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Now we flag the world for update on frame change and only call
BKE_rigidbody_do_simulation() when needed.
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Leon Cheung!
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sculpt.
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panel header/background.
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orientation
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bf-translations ML, thanks!).
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bug [#34255] (which may be a bug in windows ghost?, not getting key release for modifiers).
Cross platform modifier keys on activating window better be handled at ghost level anyway.
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