Age | Commit message (Collapse) | Author |
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Note this func needs some love, but this will be for later (should never have been in shrinkwrap code!).
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with campbell)
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requirements
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rendered viewport
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This reverts commit e042c8428f8c0c0a72cdd23d2c058c20ab5745ed.
Proper fix will come later, or be declared a TODO.
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upcoming codesigning needs
- i used deprecated rules up to now which will break in OSX > 10.9.5 and 10.10 > dp4
- todo: adapt cmake due it will break with this commit
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The issue was caused by NLA evaluation without actions not setting
id's flag as updated (as that's happening when action writes data
to the ID datablock).
Added the same flag set for the NLA evaluation as what's happening
for actions.
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This is another example of transform code crappiness. Projection
snapping for objects is handled separately than regular snapping.
Luckilly for us, we have the normal ready from the raycast result and a
copy of code from ElementRotation function can do the necessary
rotations for us.
I have not enforced constraints here (arguably, maybe I should, and the
already present projection snapping should do that too but seems it is
commented out and the unorthodox order of operations here has me a bit
scared. Leaving as TODO)
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The issue was caused by the render engine loading edit mesh, which re-allocates
mesh array which might be referenced by other object's derived meshed.
Worst thing about this is that updating render engine happens from the end of
scene update function, after all the objects are updated and so. This is needed
so render engine gets the update objects which is correct.
The only proper way to solve the issue is to make it so viewport engine does not
leave objects in inconsistent state, meaning nobody will reference to freed data.
In order to reach this we do edit mesh loading before running objects update so
all the objects which uses that mesh will have proper references in the derived
mesh.
This also solves old creepyness which happened before when having single object
in edit mode. tweaking it will calculate derived mesh as a part of scene update,
then this derived mesh will be freed by edit mesh loading and viewport will be
creating derived mesh again.
Now render engine is expected to do nothing with meshes which are in edit mode,
but they still need to load edit data for non0meshes. It's not really easy to
do from the BKE level because needed functions are implemented in the editor.
Thanks Campbell for the review!
Differential Revision: https://developer.blender.org/D697
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Fill selection for file browser moves to ctrl-shift click due to
collision with emulate middle mouse button option
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Yet another attempt to fix the annoying lines that crop up in texture
painting on edges and quads. I feel this needs better investigation but
using pixel tolerance here looks like alleviates the issue.
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We need to allow faces without slots to initialize a UV layer or seam
checking code will go bananas.
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(original patch by Sergey Sharybin)
Note: RNA API can't use size_t at the moment. Once it does this patch
can be tweaked a bit to fully benefit from size_t larger dimensions.
(right now num_pixels is passed as int)
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D688
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(original patch by Sergey Sharybin)
Note: RNA API can't use size_t at the moment. Once it does this patch
can be tweaked a bit to fully benefit from size_t larger dimensions.
(right now num_pixels is passed as int)
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D688
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linking issues).
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possible, true/false for booleans, format for float litterals).
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Much better to use small loops when doing complex operations over color elements
(any serious compiler will flatten them anyway), avoids (some!) stupid mistakes when
editing their code.
Also, use min/max funcs instead of lengthier 'if (foo < 0) foo = 0'.
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Own copy and paste typo in 73d157e meant that this was not in some cases,
the bounds calculated may be incorrect.
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on config, so remove now obsolete lines
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cursor is outside the left panel.
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Turns out to be mostly some cleanup in Pose select code, got rid of magic numbers
(now understand usual SEL_xxx enums) in ED_pose_deselectall(), which was renamed
to ED_pose_de_selectall, and have a new bool parameter to ignore visibility status
in its process (was the root of the reported issue).
Also factorized slightly "(de)select all" code. Yet this area could use much more
cleanup probably...
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Now Cycles behaves in the same way as BI in terms of using
sphere projection of orco coordinates if there's no UV map
when calculating tangent space.
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This came up a few times already, most of the time you want a clear white glass, and not a greyish like one. :)
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