Age | Commit message (Collapse) | Author |
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Test specs are read from strings, and there was a comma instead
of a decimal point, and then an extra decimal point in the Quad0 test.
This test has been flaky on Windows buildbot. Perhaps this is why.
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10 decimals is too high
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Also changed range of threshold from 0 to 10
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Caused by rB4be4c0667155. Please ensure at least affected code does
still build...
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While there is an assert here, the run-time code would perform the assignment.
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Currently some of the code supports a NULL filename,
add the NULL check so RNAProcessItem's with a NULL filename
don't crash in the future.
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Replace memset with copy_vn_fl, note that the exact values are slightly
different in this case. The value being set was close to FLT_MAX.
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In some cases moved the checks into asserts,
to ensure changes in the future don't cause
the checks to become necessary again.
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Adding a set of larger icons for use in informational dialogs.
Differential Revision: https://developer.blender.org/D6859
Reviewed by Campbell Barton
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Now, instead to use the Brush color as selection patron, now it uses any previous selected color.
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- Remove Shift for drawing poly-lines, just as in the default keymap
- Use consistent hotkeys for size and strength radial controls
- Fix some bugs/missing items from the GP merge
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The brush color is sRGB but the Vertex Color is linear.
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This option was missing
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The old name was related to the old palettes.
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selections
Previously this was only supported in single click selections, doing an
island selection with box/circle/lasso would just select individual
vertices instead. Now selects islands properly.
This also unifys some logic between box/circle/lasso:
- use early selection test from lasso [makes things faster] in box/
circle
- circle wasnt checking visible face
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- Add icons for Sculpt Cloth, Clay Thumb and Draw Face Sets, as well as GP Tint, Replace and Transform Fill tools
- Tweak icons for Sculpt Rotate, Pinch, Multiplane Scrape, Inflate, Blob, Draw Sharp, based on feedback on Devtalk
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Fixed memory leak that showed up after the original issue (crash) had been fixed in 93ac4709ebe8. The fix ensures that light cache bakes free up GPU smoke textures and the smoke domain list correctly.
This commit also removes the workaround (f3a33a92987f) that disabled light cache bakes for fluid objects.
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The replace tools only must work over previously vertex painted.
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The `check_is_animated()` function will be used by the upcoming Alembic
exporter as well. There is nothing USD-specific in the function.
No functional changes.
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Owner of filelisting job was changed, without proper update of all
access/usages of that owner to reach the job, leading to failure of
timer removal from the WM, and attempt to double-free the job...
Caused by rB2c4dfbb00246ff.
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not in Main.
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deform
The issue was that we were creating temporary mesh copies and storing
them in bmain and then later using BKE_mesh_nomain_to_mesh which would
add them to bmain once more (duplicates).
This would lead to crashes later as the custom data of the mesh could be
trashed quite easily.
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Was happening when object does not have CD_MDISPS allocated yet.
Need to make sure totdisp and level is specified on CD_MDISPS data
prior to loading (as the load expects them to be properly set).
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Note: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace not yet).
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Part of the fix was to get gputexture to use an array to accomodate each
eye. This takes care of viewports showing individual Left or Right
views.
For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup.
Note 1: Referece images are still not supporting stereo.
Note 2: For painting, and getting image bindcode I'm hardcording a
single-view experience.
Note 3: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace
not yet).
Differential Revision: D7143
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Belongs to T73921. This commit fixes the crashes with light baking (disabled in f3a33a92987f). There is still a memory leak to be fixed though.
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Existing code was definitively giving possibility to access freed
memory, although probably not on a super-common basis...
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This change fixes artifacts produced by these operations.
On a technical aspect this is done by porting all of the operations
to the new subdivision surface implementation which ensures that
tangent space used to evaluate modifier and those operations is
exactly the same (before modifier will use new code and the operations
will still use an old one).
The next step is to get sculpting on a non-top level to work, and
that actually requires fixes in the undo system.
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Makes it work better "out of the box" for irregular topology like
Suzanne mesh.
There might be some performance impact on non-regular meshes, but
those are not very common usecase for multires and for those its
always possible to lower the quality if needed.
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Loose vertices and vertices of loose edges callback was not working
correct if some of other callbacks were set to NULL.
Was caused by missing bitmask set in the callbacks which were set
to NULL.
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Allow to mark individual vertices as infinitely sharp even if there is
no full topology and no access to edges: infinite sharp vertices do not
need connectivity information.
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