Age | Commit message (Collapse) | Author |
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to movie file.
We have to resort to use crappy workarounds with preview arguments again
since preview range is only for OpenGL preview.
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Trying to access rl's from full samples in non-full-OSA context (with uninitialized
sample index even :P ).
Caused by rBd5f1b9c2, probably a copy/paste typo or so.
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Issue here is simple and has been fixed in other places such as
texpainting: Basically if face has different winding, do not calculate
it as adjucent to the other face, even if UV is identical.
This allows us to stack islands of symmetrical closed meshes on top of
one another and still be able to select the two identical island halfs
(provided the normals are correct of course).
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Was broken since 5d212fb.
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Not sure why this was so in the first place but changing it seems OK.
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Invoke assumed the filepath was never set.
Scripts couldn't invoke save-as at a custom location.
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- allow for preset menu to change operator defaults.
- allow preset menu to select own kinds of file extensions.
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When debugging is disabled, function calls in an assert should never run.
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Here again, stat on '\\MYSERVER\foo\..' does not work...
Anyway, we can handle this in a much much simpler way using
BLI_access and BLI_parent_dir...
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On windows empty dirs are completely empty - no par or current entries
are listed either, in those cases artificially add those.
Furthermore, stat on UNC paths do not support current/parent 'shortcuts'
(i.e. things like '\\SERVER\foo\bar\..' do not work), so we have to hack
around that mess...
This should ensure us we always do have valid parrent entry...
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Problem report by Folkert de Vries (flokkievids) through personal
communications. Thanks!
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The issue was introduced in rB4b685e1 and it appears some crazy area still
accesses particles for render after deleting it's render data, which broke
viewport/render behavior.
This commit restores previous G.is_rendering logic and adds corresponding
checks to cache construction, so counting is all consistent.
Goes to the TODO list to either replace G.is_rendering with eval_ctx or to
make it so psys->renderdata always exists during render sync.
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curve geometry
The issue was caused by bevel object being automatically added to the scene graph
by dag_get_node() and had no incoming relations, even form the scene. This confused
scene update flush logic.
Now there'll be a scene relation added to such nodes, so they're always reachable
from the root node.
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as a float.
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Issue was caused by MSVC not being able to optimize some code out in the same
way as GCC/Clang does, so now that parts of code are explicitly unfolded in
order to help compilers out.
This makes speed loss much less drastic on my laptop. That's probably as good
as we can do with MSVC without investing infinite amount of time looking trying
to workaround the optimizer.
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Vertex slide was using absolute mouse position unlike all other kinds of transform.
also remove need for allocated 2d projections.
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Useful for projecting one vector onto another (as a plane).
This is a rather common operation,
doing inline isn't always obvious whats happening.
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Fix crash when extending instead of translating
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'FILE_TYPE_ICON_MOVIE' hack.
Was only handling failures in video thumbnails, was confusing (giving two different types
for video files, *sigh*), and... useless, since thumbnail code already handles smartly
failures in preview generation!
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region.
It's -really- hard getting the center of selection here in the y axis, I
feel this is the best compromise.
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During multiview, invalidation of the display imbuf of the preview image
was eaten by code eating elves.
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We need to avoid passing a NULL string here, and also we need to pass
the correct suffix we used to pass view string directly which is
probably not what we want.
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* WM_window_is_fullscreen() is not the correct test.
* Also, we no longer change window to fullscreen automatically.
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Fix of T36285, I just invalidate projection matrix when a camera switch
to viewport mode, because we need to rewrite the projection matrix in
RenderFrame.
It worked with old blender version because when you use viewport render
one camera is added in the camera list and initialize its projection
matrix for the first time. But when we used several cameras + viewport
for splitscreen we had issues.
Reviewers: dfelinto, hg1, ben2610, lordloki, moguri
Reviewed By: moguri
Projects: #game_rendering, #game_engine
Differential Revision: https://developer.blender.org/D1202
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Prevent crashes from out of bounds array access if an invalid rotation mode
is passed to the euler rotation blenlib calculations.
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* The breakdowner tool will no longer operate directly on properties
of type "enum", as this doesn't make sense most of the time. This
is still not much use though when custom properties (ints) are used
to drive some underlying enum property though (as in blenrig)
* The breakdowner no longer tries to perform any blending if the
start and end values are the same, to avoid float precision issues.
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Since multiview, matrixGlyph failed to link
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D1002 by @plasmasolutions, with own refactoring.
Note, needed to do a bad-level call here (IMB -> BLF)
Also can't use the BLF API directly because its not thread-safe.
So keep the function isolated (blf_thumbs.c).
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So GL isnt needed to include BLF types.
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