Age | Commit message (Collapse) | Author |
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Mistake in cleanup rB30b45d55... Odd compiler did not yell at that. :|
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Made link-select separate front/back with projected UV's
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matching convention for fixed length api, eg: copy_v3_fl
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Term pointer is overloaded already.
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Enough said, people wanted this for ages, enjoy!
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Would clamp value ranges in UI when outside hard coded range.
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Can be considered TODO but it's not bad to support either. Also added
RNA api to get aspect ratio of assigned UV image - returns aspect
corrected image dimensions so needs adjustments for uv editing.
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change frame from image space
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suggestion.
Also minor compile fix after viewport patch
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too crowded.
UVs in the same layer can be used for many images. It used to be
possible to filter UV faces based on the image, but this is impossible
now due to the way the system works, so I added an option to allow
filtering UVs based on active material index.
Rationale on using option and not being smart here (options are bad tm)
is that for some workflows, such as preserving image space by using the
same image for many materials, people might want to turn this off.
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Move powX functions from particle code into math library and use them.
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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This keeps a square shaped selection when using grid topology.
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Mostly harmless things, though the 'multires' error was a real bug.
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Add simple uvs now does a cube unwrap and pack operation. Result is not
optimal by far but it should not result in crashes and it will be quite
usable for simple cases.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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This should be included in final release build.
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Extend option was not implemented for UV lasso select...
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Add ability to select UV layer from the layer panel.
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If the active image node contributes to the final material shader
(meaning it's either directly or indirectly connected to an Output Node)
the user will receive an alert about circular dependency.
Similar to what we do for Blender internal the baking will still happen,
but the user will receive the alert which should prevent the image
saving to happen if the result was not intentional.
Core function to check for node output written by Lukas Toenne.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D673
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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Importantly, reversed mul_serie_m3 argument order (so it matches the m4 function)
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NULL's)
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- BLI_BITMAP_SET -> BLI_BITMAP_ENABLE
- BLI_BITMAP_CLEAR -> BLI_BITMAP_DISABLE
- BLI_BITMAP_GET -> BLI_BITMAP_TEST
- BLI_BITMAP_MODIFY -> BLI_BITMAP_SET
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Just a case of uninitialized material array.
Make sure object materials are initialized properly when drawing UVs.
This might look strange since we do not really need materials here.
However, the same GPU object may be used in a 3D viewport and if we try
to avoid initializing the materials somehow this will break.
Also, this breaks on full screen UV editor as is apparent from this
report.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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