Age | Commit message (Collapse) | Author |
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seems that somehow not having this is causing keyboard events to be caught by
SDL. This was removed because it broke addons that could use SDL, now set the
environment variable only temporary during SDL initialization.
This may have been causing issues with keyboard events getting missed in the
game engine, but I couldn't confirm the issue here.
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from UI inputs.
normal and point parameter types of OSL shaders are creating SOCK_VECTOR sockets in the script node. When these sockets are in turn used to define the fixed input values for these parameters they get
converted as OSL vector always, losing the distinction of vector/normal/point. To prevent OSL rejecting the value due to type mismatch, explicitly define the parameter defaults in the OSL script node
compiler function as vector, normal and point (unused types will simply be ignored).
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even if no 3Dmouseware was detected
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MSVC when references is an empty vector.
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setting enabled in cycles.
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is only a single object in the scene.
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to the scene in cycles.
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Last fallback (XCLIB_XCOUT_FALLBACK_TEXT) was not checked, hence infinitly looping...
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* Avoid some duplicated code for switch/case in the Attribute code.
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* Hair rendering is now a supported feature, no further need to change the feature set to "Experimental".
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A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
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discrete c files embedded, patch by Jake Kauth
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does not have the UV pass enabled as well.
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Render Pass and AO closure as well.
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Reported by holy enigma
The previous commit in this area removed bounding box checks, because
they were done against primary monitor. Now do bound checks against
the entire desktop, or rather, the virtual screen. This is the bounding
rectangle of all the monitors.
This should ensure windows are always created within the confines of this
area.
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On Windows the system window will be sized an positioned such that Blender screen area lower left
corner is at the requested location, and with dimension as requested.
Thanks to Alexander N. for reporting and Brecht van Lommel for input.
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also add data types wm and mask to dataname() and unshadow var in ghost/x11
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This should be (and is) done by the caller instead (windowmanager)
to ensure new windows fit properly on the desktop. Saving
stretched layouts and layouts with window over display
boundaries now becomes possible on Windows too.
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This commit implement's OCIO's Looks idea which
is about applying some color correction on the
buffer before it get's affected by a display
transform.
This is mainly used to modify images in an
artistics way.
Currently we've got looks generated from film
response curves for all sorts of cameras.
Patch by both of me and Brecht.
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the error was that the range check was done on the float before converting to an int.
now convert to and int first and ensure a valid range on that.
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* Refactor PathState struct and functions into its own file.
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* Fix some compile errors, when building without Branched Path.
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* Some cleanup for disabled Volume code.
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fallback to the window with the active opengl context.
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- add missing headers from cmake (own omission)
- quiet rna_test.c unused define warnings.
- minor style edits
- spelling corrections and ignore all uppercase words with spell checking script.
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Was an IRC request to have Ghost application up
and running for investigation purposes.
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use modified patch from Alex Fraser (z0r)
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* Removed unused member of the device_memory template.
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* Avoid special code, when Subsurface is enabled.
Ideally we should only use the function, and get rid of the extra duplicate, but this is slower on CUDA.
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* 'T' is now also used for the Subsurface closure.
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and eraser).
Thanks to Ayden Polat for helping to find out the cursor type codes.
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give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
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