Age | Commit message (Collapse) | Author |
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D2050 by @metaraptor with edits
Adds levels, brightness/contrast, hsv & invert operations.
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Using double pixel size prevented 1px brushes
D2044 by @jeske
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Some languages like Chinese or Japanese take three or four bytes per char...
Also fixed some missing translation markers for UI header messages.
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Yet another commit which makes painting aware of multi-threaded systems.
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First stroke always had the minimum rectangle set to 0,0 which could cause a largre region of pixels to be
unnecessarily updated.
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The width and height of of the region to update are often zero,
skip calling GPU_paint_update_image in this case.
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Painting at negative locations was using int-rounding.
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Now CD_SHAPEKEY_INDEX customdata is stored in edit-mode when hooks and vertex parents are used.
This also fixes a bug where undo would loose key-index data.
Move to structs for BM_mesh_bm_to/from_me to avoid passing many argument, which mostly aren't used.
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Using 'shell-thickness' to offset UV's meant very sharp corners would offset far outside the image
causing project-paint to hang while collecting all pixels for each UV face.
Clamp the maximum offset to prevent this.
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- BKE_blender_version.h (only version defines & versionstr).
- BKE_blender_copybuffer.h (currently only used for view3d copy/paste).
- BKE_blender_undo.h (global undo functions).
- BKE_blendfile.h (high level blend file read/write API).
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in uv panels (t, n)
Epic fail in recent rB2c3985 :/
To be backported to 2.77a!
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This re-applies smoothing based on the previous update.
Can smooth more but harder to get such even distribution.
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Previously it would average all points under the brush, giving an off feedback loop that often depended on the
direction of the brush stroke, giving not-very-useful smearing effect.
Now blend brush smooths between connected edges.
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rB5b3af3dd made the poll function here slightly too laxist.
To be backported to 2.77 should we make an 'a' release.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D1861
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The issue was caused by some code accessing R from a functions which
are marked as safe for use from outside of render pipeline.
Now those functions are safe(er) for use.
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Having to change this with the slider each time isn't so convenient
and invert in this case does nothing.
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Previously the grab brush could only move ourwards when normal aligned.
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This generates warnings with MSVC. Similar typecast was
already done in other cases, so think it's all fine.
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On undo, sculpting regular meshes would update _all_ GPU VBO's.
Avoiding the update gives noticeably faster undo.
This is also a fix/workaround for strange behavior with NVidia's driver (T47232),
Where locking and unlocking all buffers for updating
slows down redraw speed permanently after the first undo.
However the problem isn't avoided entirely since a single brush stroke might modify most of the mesh.
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When zoomed out - faces < 0.5 pixels across a diagonal aren't so rare,
so culling them can ignore small faces.
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This picks the on-screen color instead of using the active layers texture color.
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This is an attempt to solve the issue by doing clip test on the original
side of the stroke. Some extra testing is required.
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This variant behave exactly as TIMEIT_START etc., but it also sums up all times in
a static var and prints out average execution time - very useful when dealing
with small/quick pieces of code that get executed often, to get some meaningful results.
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Basically, the 'fake undo' restoring orig coordinates in this case cannot work with dyntopo,
since it assumes nothing was added/removed.
For now, just prevent this 'restoration' when dyntopo is used, this is no ideal solution
from user PoV - but it's better than plain ugly crash!
Complete solution seems much more involved and outside of scope of bug handling, added a TODO note:
http://wiki.blender.org/index.php/Dev:Source/Development/Todo/Tools#Sculpting
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number assigned to uint...).
Note: the wm_jobs needs proper fix, we cannot have that kind of inconsistencies in some 'public' API!
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Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
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Snake-hook tended to loose volume along the stroke,
now with pinch > 0.5 its possible to sculpt shapes without loosing volume.
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This allows for dragging out shapes that rotate to follow the cursor motion.
Values over 1 can be set for 'interesting' artistic effects.
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Was lost resolving merge-conflict.
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The simplest way of handling mirroring in multi-paint is creating a
uniform symmetric selection and relying on existing symmetric weights
to direct changes to the appropriate vertex groups. This already works
if mirror bones are selected manually, and can be made easier to use
by doing it implicitly.
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