Age | Commit message (Collapse) | Author |
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add reference to cmake cache for convenience GNUMakefile
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On clicking in a non-active Blender window (when you activated others),
the mouse position of the first click was still the old position.
Problem is in GHOST; it sends out the 'activate window' event after the
mouseclick event itself. Code now checks for this case and reads the
correct mouse position.
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Toggling options on the selection is better done as a generic operator.
Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings.
This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
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(I'm on windows at the moment so I can't test it. Hopefully it should be fine)
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waveform.
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generator)
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Jason Wilkins
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Fix for bug #27710, 'Multires lost from 2.49 file in 2.5x'
Reported by Gaia Clary.
Problem was that the old multires data didn't flush changes to
vertices out to the Multires structure on filesave. So, recent bits of
sculpting could be lost if the multires level wasn't changed before
filesave.
We already had code to deal with missing multires vertex data, which
simply copies the Mesh vertex data into the multires vertex data if it
matches the number of vertices in the highest level. Moved this code
up a bit so that we always make this copy if the numbers match up.
Was able to reproduce the bug fresh in 2.49b, and confirmed that the
fix works. However, this does not help if changes were sculpted on a
multires level other than the highest level and saved without a
subsequent level change.
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- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
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also sync build flags with scons.
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Worked always great for tutorials in past, to check what's been used.
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found by accident while studying how to append materials from python ;)
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Hopefully it doesn't break other things.
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lambda_cp_line --> line_point_factor_v3
lambda_cp_line2 --> line_point_factor_v2
correction to previous commit function name
isect_seg_sphere_v3 --> isect_line_sphere_v3
... since its not clipped.
added a clip argument to the python version of the function.
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C/python.
from python:
i1, i2 = mathutils.geometry.intersect_line_sphere(l1, l2, sphere, radius)
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Thumbnail save for .blend crashed, when being in editmode for a mesh
that has other object users as well. Derivedmesh confusement...
Thanks to Sergey for finding the cause!
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expected but still built for debug
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Default startup theme used same node header color for "in/out" nodes
as for "inactive or undefined" nodes. This made it impossible to see
which of the output nodes in node setup was 'active'. Made the active
in/out color a slight blueish shade of grey now.
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to fix continuous grab being broken (bug report #27760).
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* Made clearer in the UI that the approximate multiple scattering always enables light cache
* Fixed a potential problem in anisotropic scattering
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Python:
* adds bpy.app.handlers which contains lists, each for an event type:
render_pre, render_post, load_pre, load_post, save_pre, save_post
* each list item needs to be a callable object which takes 1 argument (the ID).
* callbacks are cleared on file load.
Example:
def MyFunc(scene): print("Callback:", data)
bpy.app.handlers.render_post.append(MyFunc)
C:
* This patch adds a generic C callback api which is currently only used by python.
* Unlike python callbacks these are not cleared on file load.
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for new callback api)
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Usage currently is limited to:
- Panel text, widget text and label text style:
point size, shadow effects
Setting individual fonts to these is not possible yet, it uses the
default for it.
Access goes via outliner now; check "User Preferences". UI team could
add this in userpref scripts :)
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failed with active, unselected objects.
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convert to grayscale when saving renders rather then only writing the red channel.
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btw continues grab doesn't work with this modal ops.. whats up?
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BGE" by Kupoman
This was causing a lot of backward compatibility problems and side effects.
It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told).
If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
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and into GHOST. Also fixes a problem where e.g. the user preferences window
would not open under the mouse cursor correctly.
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for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
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also fix for invalid rage for FILE_OT_filenum.
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LIBAVCODEC_VERSION_MAJOR 52
LIBAVCODEC_VERSION_MINOR 122
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