Age | Commit message (Collapse) | Author |
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and allow to interact with tracks for operators which doesn't require image.
Merged from tomato branch: svn merge ^/branches/soc-2011-tomato -r45624:45625
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slight modifications.
Thanks!
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own save options rather then using the render options (works like image save a copy).
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for options like compression.
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with multiple material slots.
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by Damir Prebeg.
Also changed back J-key slot switching to only cycle through used slots, not used
slots + 1. This is much more useful to compare two renders easily, rather than being
shown an empty slot each time.
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changed the
image editor checkerboard pattern to be the same as cycles viewport.
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match BM_ function naming conventions
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Issue was caused by mapping old buttons to new buttons. Render slot button in header
holds RenerResult for particular slot, but in N-panel it holds RenderResult from RenderEngine.
So what was happening is: switching render slot to empty slot makes slot button in header
contain NULL as button function's argument, but old button holds RenderResult for rendered
image, so this two buttons aren't equal and so button isn't getting activated and no scrolling
happens.
Making slot button hold RenderResult directly from RenderEngine (as it's happening with
buttons in N-panel) makes old->new buttons mapping work correct and it's possible
to alt-scroll smoothly
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else if's
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also remove large, duplicate comments from sunsky.h
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already used a lot and part of proposed style guide).
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replace casts: '((Mesh *)ob->data)->edit_btmesh' with 'BMEdit_FromObject(ob)'
also minor style edits.
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added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
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- copy & rename EditMesh stricts for use with scanfill (remove unused members)
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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Issue was caused by starting Icon Preview render job from two places:
- Texture buttons for small icon preview
- Properties panel in image editor for large icon of texture
This preview job is starting in suspended mode and if new instance of the same job is
starting, suspended job will be totally stopped. This is normally for cases when you're
changing different settings -- in this case you'd wouldn't want re-render be triggered
on every slide change.
But what we've have with brush preview is that two instances of this job were creating for
large and small icon separately, but because of described policy only one icon was rendered.
If suspended job is getting to be stopped, check if it was started for the same icon
resolution and if not, that resolution will be also rendered in new job.
So it'll be still minimal re-rendering happens, but in cases when job was started from
two places for different icon sizes it'll work just fine.
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not a show-stopper but confusing.
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These changes are to make the bmesh api more consistent and easier to learn, grouping similar functions which is convenient for autocomplete.
This uses similar convention to RNA.
* use face/loop/edge/vert as a prefix for functions.
* use 'elem' as a prefix too for functions that can take any type with a BMHeader.
* changed from camel case to underscore separated (like RNA).
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don't call CTX_data_scene(C) for every marker drawn
also remove unneeded call when scene was already defined as well as redundant scene cast.
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determine dates
Added option display_type to WM_operator_properties_filesel which defines which file
display type (short/list/icons/default) should be used for file browser.
All current operators are using FILE_DEFAULTDISPLAY display type which means display
type will still be calculated based on type of opening file and user preferences
settings. Recover Auto Save operator is now using long display type so file date can
easily be checked now.
Reviewed by Andrea, thanks!
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=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools
Major features include:
*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)
All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
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use rgb_to_grayscale in more places.
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