Age | Commit message (Collapse) | Author |
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Issue is, when 'Rotate Aroud Selection' is set, in Edit mode we do a fake transform operation
to get center point around which to rotate. For curves, most transform operations involve
a check of handle types. For now, added 'TFM_DUMMY' as an exception here.
Think it would be best to actually undo those changes in case of cancelled operation,
but this is much more involved, while this fix is safe enough to be included in final 2.76.
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The user interface was ignoring the precision step size for degrees,
making all rotation inputs drag by a 100th of a degree.
Now use a 10th of a degree instead.
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Added a helper that ensures a bbox has some non-NULL dimension along all its axes.
Also, fixed some (rather unlikely) NULL dereference cases (though it should not in this context,
`BKE_object_boundbox_get()` can return NULL).
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Had warnings disabled.
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These warnings are false-positives
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We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
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Reported in T45978
Was checking mesh selection state.
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Was an issue with individual-origins + snap
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Caused by own fix for T45458
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Was performing ray-tri intersection checks on all faces.
Note, this isn't using isect_ray_tri_threshold_v3
which was used to prevent ray-casts slipping through between faces.
Instead we'll move to using watertight intersections by default.
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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object.
Non-uniform scaled obmat will lead to transformation not preserving angles, so
we must ensure our normal is orthogonal to the edge **after** applying obmat.
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The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
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Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :)
Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design
When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node.
The direction for offsetting can be toggled while you are moving the node by pressing „T“.
The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences.
Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
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Only euler rotations were checked for.
Also delta rotations caused random/unusable output.
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Was invalid in perspective view
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for them.
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We already had that for global keymaps (used e.g. to generate shortcuts for menu entries),
but this wasn’t possible for modal keymaps yet (e.g. help message in header during
transforms and other modal operation).
This commit only adds needing background code, it does not change anything from user PoV.
Modal operators will be updated to use it in comming weeks.
Thanks to Campbell for revisions & suggestions. :)
Differential Revision: https://developer.blender.org/D780
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This could only be done with certain rotations.
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- place return args last position
- move crazyspace function out of DerivedMesh header
- use bool for args
- flow control on own lines to ease debugging
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Excuse the trashing here, but seems users prefer this most (though both can be useful).
Note that the UI remains the same,
so this is an option for 'Incremental' snapping instead of a new snapping mode.
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This ensures that vertices are grid-aligned while transforming,
instead of just snapping the input values for translate.
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An attempt to treat @sebastian_k's blood pressure a bit.
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D910 by @donfabio with edits
New icon for menu is still TODO
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store global center in transform struct,
some code was calculating all the time, this is useful to keep available.
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Transform code had duplicate aspect checking,
now store aspect in TransInfo.aspect for reuse.
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Decrease epsilon to prevent flickering with small faces.
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non-flat ngons would give instability (bad UV's).
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When calculating loop angle weighting, skip overlapping vertices.
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This meant front/back faces from a projection would be seen as separate islands.
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Only count each UV to influence the center once.
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Useful for scaling all UV islands
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- was doing 2x spin-locks, multi-view check and hash-lookup per face-corner.
- avoid doing customdata layer lookup per face.
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