Age | Commit message (Collapse) | Author |
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calc_manipulator_stats is only used in manipulator (and soon will only
use the context for such queries)
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Usual same issue (unset property != set property to default value).
Review and minor edits by mont29 (Bastien Montagne).
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This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
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Opted to keep includes if they are used indirectly (even if removing is possible).
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also rename BLI_omp_thread_count -> BLI_system_thread_count_omp
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Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code.
- Made active point access functions into BKE API calls.
- Fixes operators where curve de-selection resulted in unsel-active point.
- Split curve delete into 2 functions
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removal of x5 hardcoded size multiplier
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also fix for using uninitialized matrix when an out-of-range index is
set for custom orientations.
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new files use this field for other flags)
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manipulator
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if statements and redundant initialization vars.
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The problem was that when the camera is selected, the transform manipulator
is located exactly at the camera view location, and this was blocking selection
of other objects with some OpenGL implementations.
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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.
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by Kevin Mackay (yakca)
Was one of our TODO's from the wiki.
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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BKE_editmesh_bvh.h
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EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere).
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rather then getting the longest edge, get the edge which which is most different from the 2 others ends up giving more useful results: for an isosceles triangle it returns the base weather its longer or shorter then the other sides.
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var names.
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Real issue was that transform manipulators' code was calling TRANSFORM_OT_trackball with data (PointerRNA) from VIEW3D_OT_manipulator. That op has constraints props, while trackball has not. This created some kind of "ghost" properties, that showed up in redo panel.
Why this only segfaults in BLF_pgettext in 32bit builds remains a deep mystery (currently dusting out my 32 vbox to try to understand it...). BLF_pgettext is supposed to be pretty secure. :/
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original patch by Philipp Oeser (lichtwerk) with own changes.
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uninitialized flag.
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This works most usefully when combined with Normal orientation.
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This commit allows you to set the RGB <-> XYZ axis colours used for things like
the mini axis indicator, grid axis indicators, manipulators, transform
constraint indicators, F-Curves (when using XYZ to RGB colouring option), and
perhaps something else I've missed. Previously, these places all used hardcoded
defines (220 * i/j/k), but the readability of these colours was often quite
poor, especially when used with certain themes.
The settings for these colours can be found under the "User Interface" section
of the themes (i.e. same set of colours is used across editors). I could have
made these per editor, but since it's unlikely that these will need to be too
different across editors in practice (+ being easier to version patch), they are
stored under the UI section.
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also left bmesh decimator on in previous commit.
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- ColorBalanceModifierData wasn't aligned on 32bit systems.
- BM_vert_find_first_loop() was missing NULL check.
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