Age | Commit message (Collapse) | Author |
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rB3c6b5b72a497).
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Bezier curve shape key data
key->elemsize is set to 16 for ID_CU (i.e. Curves and NURBS surfaces). However,
this value is only correct for NURBS (which use BPoints). When trying to keyframe
the nth vertex of a particular shape key's data (where the shape keys are being
used on Bezier curves), the RNA Paths for that are generated with the wrong
data index. From empirical testing, it appears that this should be 12 instead.
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and left parts
of the drawstr and replaces the middle by '...'
Rationnal:
It's usually easier to figure out what a troncated string means if you have both its start and end parts.
Details:
It currently affects all UI items (text fields, buttons, labels...).
Only exceptions are buttons inside menus, text fields & co being edited, and numbuttons/sliders.
Note that some static texts (like panels' titles or items in outliner) do not use usual UI items,
and just draw the whole text, using OpenGL to clip it. Will make another patch to fix this.
Reviewers: campbellbarton, brecht, carter2422, #user_interface
Reviewed by: brecht, carter2422
CC: billrey
Differential Revision: https://developer.blender.org/D114
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is used. When numerical input was active confirmation events were not
getting handled.
Code here seems a bit duplicated, it may be possible to simplify it, but
leaving it slightly bloated for now.
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This removes some grouping labels and improves option names to make them self explanatory and consistent with one another.
Before: https://www.dropbox.com/sh/zp4ildwpuew1w4x/RSLGK_gOG7
After: https://www.dropbox.com/s/c131zb5zb1ds5ap/Screenshot%202013-12-31%2018.54.38.png
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This aligns the User Preferences > File > Author field and label horizontally, saving space and making it more consistent with author text fields within the same section.
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This commit adjusts the spacing of the items in User Preferences > System. The spacing is adjusted via separators between each section of options. This better differentiates between groups of options. It also removes a few extra separators for more consistency.
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Mass units weren't scaled in the ui.
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This does not support staying fixed while the surface deforms, but for static
meshes it should match up with the surface texture coordinates. Implemented
as a matrix transform from objects space to mesh texture space.
Making this work for deforming surfaces would be quite complicated, you might
need something like harmonic coordinates as used in the mesh deform modifier,
probably will not be possible anytime soon.
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only a volume shader is used.
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Reviewed By: brecht
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numinput).
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The console window is hidden by default, but we need to avoid this when
starting from the command prompt, because it would hide the window you just
typed the command in.
Previously it would check if Blender was started from "explorer.exe" to
determine that, but that wasn't working for application launchers like
Appetizer or Colibri. Instead we now check if the process ID is the same as
the process ID of the console window, which appears to work reliably.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D122
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D161
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note: added code to use real node center, but ifdef'd for now since it
doesnt work well with absolute snapping.
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Volumes can now have textured colors and density. There is a Volume Sampling
panel in the Render properties with these settings:
* Step size: distance between volume shader samples when rendering the volume.
Lower values give more accurate and detailed results but also increased render
time.
* Max steps: maximum number of steps through the volume before giving up, to
protect from extremely long render times with big objects or small step sizes.
This is much more compute intensive than homogeneous volume, so when you are not
using a texture you should enable the Homogeneous Volume option in the material
or world for faster rendering.
One important missing feature is that Generated texture coordinates are not yet
working in volumes, and they are the default coordinates for nearly all texture
nodes. So until that works you need to plug in object texture coordinates or a
world space position.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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This can be used to compiler cuda kernels with Visual Studio 2010 while
the rest of blender is compiled with MSVC 12.0 / 2013
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also add Edit menu for 3d text and move cut/copy/paste there.
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Reported by @plasmasolutions in IRC.
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Solved by adding RW lock to BKE_vfont_to_curve.
So now all the threads are allowed to read chars from ghash,
but they'll be locked as soon as one thread would need to load
more chars from font to the ghash.
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rather then using angle summing, use line intersection checks.
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Even with the startup scene clicking multiple times in the corner of the
view without moving the mouse would move the cursor a little each time.
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like generated texture coordinates or tangents.
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This is done using the existing Emission node and closure (we may add a volume
emission node, not clear yet if it will be needed).
Volume emission only supports indirect light sampling which means it's not very
efficient to make small or far away bright light sources. Using direct light
sampling and MIS would be tricky and probably won't be added anytime soon. Other
renderers don't support this either as far as I know, lamps and ray visibility
tricks may be used instead.
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msvc ignores inline hint here and generates a bunch of push/lea
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