Age | Commit message (Collapse) | Author |
|
|
|
looks like this was broken since bmesh merge.
|
|
|
|
well together.
|
|
paste errors), also remove BKE_script.h
|
|
|
|
|
|
flipped, was not passing sign on to GLSL shader.
|
|
This was one of the consequences of r.57333 (i.e. influence shouldn't be ignored
on the first strip that animates a channel), as scale should really default to a
base value of 1 (instead of things being blended against 0 as per all other
properties). The end result was that bones were getting scaled to zero here when
the influence of their strip fell to zero.
Now, we use the RNA default values of properties to initialise their initial
values. This may/may not work well in all cases:
1) For properties which don't have the appropriate RNA defaults set, this will
be problematic. But, most properties people are likely to animate here I think
are already set up correctly.
2) It may not always be nice to have values "snapping back" to default values.
In this case, you should still be defining a strip at the bottom of your NLA
stack which defines what the appropriate rest poses *should* be for your shot.
|
|
Make Local operator uses BKE_library_make_local function if all the
datablocks needs to be made local. And this function was calling
id_clear_lib_data for every datablock, which only clears library
data. But this function doesn't work correct for datablocks which
areshared by multiple users (this is also mentioned in comment
for this function).
This lead to situations when two datablocks shares the same runtime
data leading to crashes later. For example making everythig local in
scales cycles scene from durian ends up in a crash when toggling
rig edit mode.
Solved by using id_make_local instead of id_clear_lib_data, which
will ensure all the data are nicely expanded and made local.
Checked by Brecht, thanks fr the review!
|
|
|
|
a copy directly after using SHIFT+d
|
|
|
|
|
|
|
|
commit was 2x too large too).
|
|
|
|
render.
Printing text on the color grid image would initialize font glyphs from a thread at
the same time as the UI, causing conflicts. The freetype glyph renderer needs to be
mutex locked because it uses a shared buffer internally even when rendering for
different fonts. Also needed to change the image generate function to use the render
monospace font to avoid conflicts in blenfont.
What's still weak in the blenfont API is that there is no distinction between a font
and a thread using that font to render with some particular size, style, etc.
|
|
rerendering for no reason.
Update tags were not being done in the proper Main database.
|
|
* Some cleanup for castings.
|
|
changes.
|
|
old limitation where you could only paint onto one side of a mirrored mesh (weight paint, vertex paint).
|
|
|
|
|
|
render
in some cases. The dupli code would still do object updates during render indirectly,
while this is disabled for thread safety everywhere else, now we disable it for this
case as well.
Not a pretty solution but this is for the depgraph refactor to solve.
|
|
characters on Windows.
Replaced some uses of stat() by BLI_stat() to properly handle such filepaths.
|
|
|
|
|
|
|
|
rendering. This used to happen in an unneeded frame change update which was
removed. For heavy particle systems this could have a bad impact on viewport
performance after rendering.
|
|
of the active object in the 3D view. This was due to sharing a global G.moving
flag to indicate that transform is active, now it's only set per transform data
type so different editors don't influence each other.
|
|
node materials.
Area and region listener callbacks now get the screen and area pointers passed, so
they can do more fine grained checks to see if redraw is really needed, for example
depending on the 3D view drawtype.
|
|
some problems in the BGE with loading multiple blendfiles.
|
|
then using scanfills function.
|
|
|
|
from an index.
- BKE_lattice_index_from_uvw()
- BKE_lattice_index_to_uvw()
|
|
|
|
|
|
missing
Made finding paths for files that exist optional (and off by default), since its handy for relocating projects.
|
|
|
|
|
|
signed/unsigned comparisons.
|
|
It solves not being able to tweak textures in the new texture context button system if an image editor is set up for painting and active object is in object mode.
|
|
strips were getting the same, annoying ;) ).
|
|
Also construct orco uv layer when converting curve to a mesh.
This makes it possible to preserve automatically generated coordinates
("use uv for mapping" option) when using constructive modifiers or
converting curve to the mesh.
With cycles nothing special is needed to preserve texture mapping
after such operations, in blender internal you'll need to change
texture mapping from Generated to UV.
This feature is useful on it's own and also would help in potential
switch 3d viewport to always use DM to draw objects, which would
help making drawing more thread-safe.
|
|
Issue was caused by svn rev57566 which didn't take into
account the fact that curves could have dm of type CCGDM
and in this case CDDM_calc_normals_mapping_ex would fail
dramatically.
Added a check around normals update call bout whether
DM is CDDM or not. The same happens in mesh's modifier
stack.
|
|
locations incorrectly so that only the first hit was valid.
This isn't noticeable for small distances, otherwise it gives bad results.
|
|
squared.
|
|
|
|
caused by recent changes in normal calculation, however curves were not being very smart about calculating modifiers (calling unneeded re-tessellation for every modifier)
|