Age | Commit message (Collapse) | Author |
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make hash distribution a little bit better.
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image editor so it is always drawing a square at stronger intensity.
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Somehow the code I submitted to fix this problem was commented out. I think I just submitted the wrong code.
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scenes.
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This patch cleans up the sequencer core by replacing the caching system
(TStripElems) with a hash based system, which is:
a) a lot faster
b) a lot more readable
c) a lot more memory conserving
The new caching system is also a good building ground for
a) sub frame precision rendering (even on scene strips)
b) multi core rendering (threaded rendering is still disabled, but can
be extended now to arbitrary core numbers)
I tested the code on an extensive editing session today and had no
crashes during 4 hours of editing. So I consider it very stable.
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fix for r30441, (reverted for the beta), splitIDname wasnt returning the correct string length.
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way to achieve the same thing
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* Fix: unify strength and size did work consistently with other paint modes
* Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels
* Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius
* Fix: The default spacing for vertex paint brushes was 3%, should be 10%
* Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default
* Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings
* Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected
* Fix: When using [ and ] to resize the brush it didn't immediately redraw
* Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly.
* Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color.
* I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
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animation. Only allow this from main thread, opengl can't be called from
render threads. It was already disabled in background mode.
For now I'm going to consider this a limitation.
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This commit broke unique datablock naming, tried to fix it properly but the
code here is too tricky to change now, will just reopen the bug report.
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to load when file unsaved.
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* fixed memory leaks
* moved some of the brush icon code around
* the update of the icon after a change is more responsive
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Cutting effect strips (esp multicam) didn't free endstill tstripdata.
Doesn't sound like much of a problem, but those can get big on large
timelines. So every cut eating 3 MB of memory doesn't leave much room
for editing decisions :)
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* Default icons can be selected from a menu
* Option to make a custom icon from a file is present but the UI is disabled because of a mysterious crash
* New startup.blend that has the appropriate icons selected
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- remove FreeCamera struct (wasnt used)
- remove world color alpha values (not used anywhre).
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external file
* First, try to load the file from the given filename. This is either absolute or relative to the current .blend
* If file is found using the given filename directly then look for the file in the datafiles/brushicons directory (local, user, or system).
* Note: This commit does not update the .blend to reference the default icons
* Note: This commit does not make sure that the build system copies the default icons to the 2.52/datafiles/brushicons directory
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Bugfix: free_imbuf_seq() was closing IMB anim handles on nearly every
change of RNA variables. This can be *very* slow, if you twiddle with
parameters during playback. Especially multicam editing...
Now: we close IMB anim handles only on refresh_all() and filepath
changes.
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(not sure it booms in any compiler, but it doesn't hurt to make it right)
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- the length of a new text object wasnt set on creation.
- tex3d and controllers rna name was being set to its body (rather then ID name)
- remove reference to wave objects which are very old and not used anymore.
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This commit and other commits attempting to fix it broke various things. The
main thing that changed was that instead of computing children/paths in
advance as part of particle_system_update, this was moved to do it just before
drawing or rendering. I've changed back that behavior and tried to keep the
other fixes in the commit.
When the new particle system was just committed, it also worked this way but
gave various problems, and I had to remove that behavior to get things working
stable. Basically it meant that you could get have a path cache that was
outdated in various situations, and it doesn't fit well with dependency graph
evaluation order.
This fixes:
#22823: Children Particle Rendering is broken
#22733: Particle objects not displayed
#22888: SigSegV when rending hair particles
#22820: Another SigSegV when undo adding hairs in particel edit mode
Some particle setups in dupligroups.
The three bugs that the original commit fixed are now also still working in
my tests:
#21316: Hair weight drawing is wrong
#21923: Consistent Crash When Rendering Particle Scene.
#21950: Path rendering option for particles causes crash
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finding duplicates is a bit faster now too since it doesnt split the name and number before comparing ID's prefix.
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bug for sounds that are not full length.
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faster for high resolution images - 2k.
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own fault when adding saturation.
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should be done, but not without permission.
My comment even said not to merge it :)
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side is not created anymore, just as the back/front filling faces are not created when disabled.
when both are off the behavior is unchanged.
This is needed when rendering alpha text so its possible to have a single layer of faces but use the bevel option to make text thicker.
adding a rim on the back when back is disabled also doesnt make much sense IMHO.
minor python edits too.
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https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins
See log of that branch for details.
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strips
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for consistency.
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update on load should be done later because it's not known yet which scene
is used with which layers visible before the windows are created.
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well as library path option.
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- made smallcaps use a temp flag so caps can still have the smallcaps flag.
- utility function for getting the char from a font. find_vfont_char(), was inline in ~5 places.
- removed CU_STYLE mix of flags only used in one place, not needed. removed 'style' from rna too.
- fix for some warnings.
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- small caps option for titles (doing manually is quite painful to watch).
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- if a group has one or more objects in it, it gets a refcount of 1 on load (unchanged from before)
- dupli-groups, and materials no longer add/remove a reference.
- now groups are only freed when they contain no objects or when manually unlinked.
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- next_object() now loops through all set scenes, not just the first one.
- removed F_SET, rather them having a mode for looping on a set, just use the set when the first scene ends.
- metaballs can now glob between scenes however there are still some depsgraph issues that existed before.
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Bugfix for [#22284] Blender cursor gets stuck in the timeline when scrubbing (jack transport).
Dirty hack fix for:
* [#22366] Cutting audio and meta strips with audio does not actually cut audio
* [#22639] Audio not clipped to meta bounds
Also fixed a seemingly symptomless bug in sequencer_edit.c
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mostly the startup.blend was trailing behind. Also renamed B.blend.c.
* Lamp shadow buffer was Classical instead of Classical Halfway.
* Point Lamp was named "Spot".
* Render resolution is 50% 1080p.
* Scene and material bake/use tangent space normal maps.
* Remove empty text datablock.
* Enable auto ray bias on material.
* Change default material diffuse color to match new material.
* Mist start/depth from 0/0 to 5/25 so it does something.
* AO uses Add instead of Multiply.
* Change world colors for new world same as startup.blend.
* Default cube rotation was 0,-0,0 now 0,0,0.
* Enable relative/filter/hide files in user preferences.
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balance.
- multiply of 0.0 wasnt being applied.
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with simplify enabled.
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lift for values above 1.0 was too intense.
Use: 1 + ((lift-1) * (lift-1)) so 2.0 is still a full lift but 1.x isnt so strong.
Changed color picker to give more precission, we were having to edit the buttons to see what the numbers were.
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inconsistantly, some places used colorspace conversion, some not.
Added IMB_float_from_rect_simple() for the sequencer to use.
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