Age | Commit message (Collapse) | Author |
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accept the imbuf flag so they can get the float buffer from opengl directly.
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switching.
- also fixes a problem where xray+transp+alpha1.0 objects wouldnt draw at all.
- the patch worked by adding twice but this leaked memory.
- solve by adding the xraytransp object to the xray list if the alpha is 1.0
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from Phil Gosch (saphires)
minor edit on the patch, was adding V3D_XRAY and V3D_XRAYTRANSP lists, only add to one.
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cursor mode
also made drawing in camera view stick to the camera border (belated durian request),
useful for animation review without worrying about screensize moving the overlay about.
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rotation, not updated for radians/degree changes yet.
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a median.
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- remove MEM_guardedalloc.h from header files (include directly)
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causing 3d view drawing to break.
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- Disable changing of lattice size if there are shape keys
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headers, better include inline with the C files that need them
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image editor, but there's no reason they wouldn't work in all regions,
so moved the function call.
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one of them is in edit mode. This doesn't give correct results for modifiers
though, there was already a check to disable this when are shape keys, so
now it is also disabled if either of the meshes has modifiers.
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Setting the 3d cursor in perspective mode would keep the cursor behind the viewport,
now check if the cursor is begind the viewport and use the orbit location to set the cursor depth rather then the existing plane.
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- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases)
- removed DNA_wave_types.h (never used)
- removed Main.wave
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or get it from the context instead.
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[#23108] bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN') dosen't work in console
[#23115] Crash when moving armature origin
- setting the armature in editmode would leave editdata in some cases.
- transforming selected linked objects to account for the movement of the obdata was only done for meshes, now do for curves and text3d.
- added utility functions for getting curve & mesh bounds.
- text3d moving center wasn't working at all.
- changed drawobject.c to use BLI_math funcs in more places.
- remove some unused code from operator object.origin_set.
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- draw text boxes with the offset applied.
(abologies for making font.c even more confusing)
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* missing glsl update when changing color management setting
* disable glsl lamps only when disabling them for render
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- disable this tool if edge mode isnt enabled using its poll function. Also fixed a bug where it would de-select the last active edge.
- made view3d grid drawing use GL_LINES's for less context switching.
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account yet, should now be consistent with render.
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zoom/pan, so they can be added in customisation. Not sure why these were removed.
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Partial revert for commit r 27946
Empty/axis xyz text is now purely aligned to object space. Previous 3d view matrix manipulation
stuff that I added wasn't correct, and causing more problems than it solved. Perhaps someone
can tweak this later to be fixed size/screen aligned, but for now this is less annoying.
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(domain border collision settings, vorticity settings, time scale, non absolute density, smooth high res emitter, initial velocity multiplier, high res strength available to be set to 0), b) Additions by me: --Initial velocity is now per flow object, not per domain; --Using boundingbox as standard display mode for domains (was wire before); --When adding a flow object, an initial nice SmokeParticle system is added too with nice initial settings (life=1, no_render, unborn, etc) fitting smoke simulation; --Adaptive timesteps introduced to the smoke sim (depending on the magnitude of the velocity) because it was quite unstable when used for fire simulations, still needs to be tested and will also slow down some simulations.
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median point as in 2.4x.
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- original quat was not assigned yet so never gave a good result.
- quat angle comparison as vector is wrong.
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from Ralf Hölzemer (cheleb) with my own edits to make the selected camera more clear in the camera view, this also works around the problem where you cant see the camera to select it with passepartout close to 1.0.
--- snip ---
Attached patch changes the camera representation to draw pixel- and aspectratio corrected in 3dview. It does also fix
a little issue where the camera name would jump when the title save would be (de)activated in the camera view.
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snapquats[] array.
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arround.
also noticed some spelling errors.
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- tooltips didnt say how to get global values.
- save a vector addition per vertex when drawing stats by using mul_mat3_m4_v3() instead of mul_m4_v3()
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changes
also replace mul_m4_v3() with mul_v3_m4v3() in a few places.
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also moved rotation_between_quats_to_quat into BLI_math from python mathutils.
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Fix #21498: Edit curve Shape key /252_r 27318
Added full support of shape keys for curves and nurbs surfaces including
topology changing in edit mode, undo stuff, updating relative keys when
working under basis and so on.
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The problem was that the v3d could have a different camera to the scene even when locked.
VIEW3D_OT_viewnumpad was ignoring v3d->scenelock option and allowing an invalid state.
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Now operator redo will look for an undo push with the same name in both the
paint/sculpt and global undo stack.
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draw for selection but not selecting anything.
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- remove FreeCamera struct (wasnt used)
- remove world color alpha values (not used anywhre).
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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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Still possible to re-enable via editing the modal keymap, but was getting a bit
annoying in its current state. Can probably be implemented a bit better in the
future with timers etc, but no time at the moment.
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