Age | Commit message (Collapse) | Author |
|
WM_SIZE is dispatched before full init.
|
|
values in addition to non-socket settings. This makes it possible to actually use the sidebar for all node settings without
having to go to the main area for changing socket values.
This patch should be considered a temporary solution. The Active Node panel is a horrible mess and needs to be split up and cleaned. It should probably be moved to python as well.
|
|
sourcefiles where needed and reorder (must be before BKE_global.h)
|
|
varibale
already adds an extra step. Also list all features for OpenCL AMD to make testing
easier.
|
|
|
|
unused defines and correct include guards.
|
|
|
|
a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
|
|
the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
|
|
|
|
|
|
|
|
|
|
character list UI widget and the members these used in 'G' global.
|
|
|
|
layer to that area
Remove REGISTER flag from GP draw operator, so redo wouldn't screw up regions.
|
|
categories respectively, so they can be added with the usual UI in case the user deletes them. These nodes are polled out for
non-group trees (node trees not in the bpy.data.node_groups collection) to avoid confusion. For that purpose a new optional poll function argument has been added to NodeItem, which allows selectively
polling individual items in an otherwise static list.
|
|
Descriptions were missing since PyNodes integration.
Thanks to lukas for patch review!
|
|
Seems it was simply missing mesh normals update in multiresModifier_base_apply.
|
|
|
|
|
|
modifier.
When the sketchy chaining is used, stroke geometry may contain a 180-degree U-turn.
If the 'error' parameter of the Bezier Curve geometry modifier is small (e.g., 10),
Bezier curve fitting will recursively split the original stroke into two pieces.
This splitting may take place at a U-turn point, causing a numerical singularity issue
that leads to a crash.
Problem report by edna in the BA Freestyle thread, with an example .blend to reproduce
the problem. Thanks a lot!
|
|
point is edited
|
|
caused by partial revert of r56073.
|
|
regression with bmesh - extruding was creating faces where it shouldn't.
|
|
arrays.
|
|
|
|
|
|
|
|
Now it uses the same (strange) YZ flipping convention.
|
|
case the render engine would keep working invisible in the background.
|
|
* Use advanced shading for nvidia as well, works fine on my Geforce 540M with sm_21.
I tested the files from regression suite.
|
|
The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
|
|
* Support using devices from all OpenCL platforms, so that you can use e.g. both
Intel and NVidia OpenCL implementations if you have them installed.
* Fix compile error due to missing fmodf after recent math node change.
* Enable advanced shading for Intel OpenCL.
* CYCLES_OPENCL_DEBUG environment variable for generating debug symbols so you
can debug with gdb. This crashes the compiler with Intel OpenCL on Linux though.
To make this work the preprocessed kernel source code is written out, as gdb
needs this.
* Show OpenCL compiler warnings even if the build succeeded.
* Some small fixes to initialize cdDevice to NULL, add missing NULL check when
creating buffer and add missing space at end of build options for Apple OpenCL.
* Fix crash with multi device + opencl, now e.g. CPU + GPU render should work.
I did a few tweaks to the code and also:
* Fix viewport render failing sometimes with Apple CPU OpenCL, was not taking
workgroup size limits into account properly.
* Add compile error when advanced shading in the Blender binary and OpenCL kernel
are not in sync.
|
|
this change is made so addons may initialize their own settings.
|
|
Was a missing NULL-pointer check. No idea why it took so long to figure
issue out -- apparently there was no crash in linux for me and msvc
didn't show any backtrace :S
Also corrected weirdo way of bit flag check which was:
!ma->mode & MA_FACETEXTURE
better do !(ma->mode & MA_FACETEXTURE) since ! is a logic NOT.
|
|
|
|
inserted by pynodes merge that would cancel all running preview jobs on each node area refresh. Not sure what the rationale for
this behavior was, but it certainly doesn't work correctly.
|
|
selected. (active-unselected isn't in common usage for mesh editmode).
|
|
layer lookups within loops.
|
|
* Some closures (Toon, Diffuse Ramp) were not assigned to a CLOSURE_IS_* define, which made them invisible on render passes.
* Westin closures had wrong type, Sheen is Diffuse, Backscatter is Glossy.
|
|
Time / keyframes
Used slightly different approach from what was discussed with Campbell,
and the reason of this is slightly better support of curve point animation
re-mapping.
There're actually some limitations which better be discussed bewfore 'b':
- If there're no point animation, spline separation goes just fine.
- If there're animated points in the curve, blender will preserve
animation for currently editing curve. But, since new curve created
by Separate operator shares the same AnimData, it'll be animatied
in a weird way.
So not sure whether it's better to preserve animation for current spline
but require switching animationdata for new spline or resetting animation
for current curve's animation data.
|
|
|
|
|
|
2 bugs here
- missing NULL check in IMB_colormanagement_display_settings_from_ctx()
- deadlock in draw_image_paint_helpers()
Simple solution is to not draw paint helpers for render/viewer images.
|
|
* Avoid redundant assignment and use correct Normal for Ray Differentials.
|
|
* Fix a condition in the hair BVH code.
|
|
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
|
|
now you can add an object, enable align to view, then align the view back to the object without flipping.
|
|
|