Age | Commit message (Collapse) | Author |
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Was silently failing.
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Reported by newbz in IRC, thanks!
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- Custom scale:
Avoids having multiple custom-shapes at different sizes.
- Option not to use bones length:
So changes in edit-mode don't resize the custom-shape.
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Was ignoring bone-length, also check that drawing shapes is enabled.
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Switching screens quickly didn't free the panels activedata.
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Logic was broken for this vertical alignment option - we need to remove one line height here...
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Also add vertical alignment option,
default align to bottom for subtitles.
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- Adds support for word wrapping to Blender's BLF font library.
- Splits lines when width limit is reached or on explicit \n newlines.
Details:
- Word wrapping is used when `BLF_WORD_WRAP` flag is enabled.
- There is a single loop to handle line wrapping,
this runs callback, passing in a substring,
this way we can avoid code-duplication for all word-wrapped
versions of functions... OR... avoid having to add support
for word-wrapping directly into each function.
- The `ResultBLF` struct was added to be able to get the number
of wrapped lines, when calling otherwise unrelated functions
such as `BLF_draw/BLF_width/BLF_boundbox`,
which can be passed as the last argument to `BLF_*_ex()` functions.
- The `ResultBLF` struct is used to store the result of drawing
(currently only the number of lines wrapped, and the width).
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by The Alike Team
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Mixup between gpu/derivedMesh total materials, fix and name more clearly to avoid confusion.
thanks to Sergey for finding root cause!
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Same issue as T44381, re-use logic for indent.
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verbose...
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Added a helper that ensures a bbox has some non-NULL dimension along all its axes.
Also, fixed some (rather unlikely) NULL dereference cases (though it should not in this context,
`BKE_object_boundbox_get()` can return NULL).
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Deviding two ints together never yields a float... Also, logic of various proxies size corrections was quite broken.
Now we should always get the same (relative) size of text whatever proxy setting/render scale is chosen.
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render
Not really ideal fix, but should make Cycles behave same as BI. For some details
please refer to inline comment.
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Note that allocating DM arrays from an editmesh is currently not threadsafe,
however even if were resolved, its more efficient to avoid having to do it in the first place.
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Scopes assumed all passes were RGBA, but some passes have 1-3 channels.
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This was introduced in the fix for T44336 .
The code is now what it should have been in the first place at the time
of multiview commit.
ImageUser->passtype is being removed in favour of bringing
ImageUser->pass back.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1504
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Reviewed by: Severin
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Reviewed by: sergei
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Follow up to last commit, since bugs here aren't so obvious.
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Tessface CustomData layers were added multiple times when tangents were used.
This made BI crash accessing layers missing elsewhere.
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This reverts commit 0e83b0854fc66af16dd187759c031e530ecd4c05.
Fixes T46038
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Also use simpler method to calculate the depth.
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depsgraph only)
When a modifier was animated by a NLA strip, this animation was not working when using
the old depsgraph. This was because the code which checks if a NLA strip affects any
modifiers was missing - specifically, it was originally left out as it was thought
that it was unlikely that many users would need this, but adding in those checks
would have a (slight) negative effect files where there are heaps of NLA strips
but modifiers animated this way were absent.
The new depsgraph however doesn't suffer from this problem, as these sorts of checks
need ot be built into the graph-building stage for everything to work, so these links
had already been added.
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vectors
This was simply broken for vertex case (indexing loop normals with vert indices...).
Turns out to be rather verbose to replace on-the-fly zero normals by default ones correctly,
and do not want to make a full copy of the given custom normals array, so now this one is
editied in place (replacing zero vectors by correct default normals). Don't think this
could be a serious issue anyway.
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anyway), than just return with un-initialized mat...
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`fix_bonelist_roll()` is already recursive, and was calling recursive `BKE_armature_where_is_bone()` twice!
Changed `BKE_armature_where_is_bone()` to controll whether we recurse over children or not.
With full Victor's rig, we gain 16% in `ED_armature_from_edit()` (from 31ms to 26ms).
With a dummy test-case 100 bones chain, we gain 80% in `ED_armature_from_edit()` (from 1.25ms to 0.25ms).
Not crucial, but still worth it. ;)
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We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
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Support using custom pose-bone transform and object when calculating view bounds.
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normals_split_custom_set()
The detection of needed sharp edges (based on given loop normals) would not fully work
on first run in case we started with a complete smooth cyclic loop fan (edge between
first and last loop of the fan would not get checked).
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