Age | Commit message (Collapse) | Author |
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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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View2D had some inconsistencies making it error prone in some cases.
- Inconstant checking for NULL x/y args.
Disallow NULL args for x/y destination pointers, instead add:
- UI_view2d_region_to_view_x/y
- UI_view2d_view_to_region_x/y
- '_no_clip' suffix wasn't always used for non-clipping conversion,
switch it around and use a '_clip' suffix for all funcs that clip.
- UI_view2d_text_cache_add now clips before adding cache.
- '_clip' funcs return a bool to quickly check if its in the view.
- add conversion for rectangles, since this is a common task:
- UI_view2d_view_to_region_rcti
- UI_view2d_region_to_view_rctf
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also minor cleanup to rotation code
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- BLI_ghashutil_strhash_n takes string length, to avoid terminating the string before hashing.
- BLI_ghashutil_inthash/uinthash take ints, to avoid casting to (void *)
This also showed up incorrect use of inthash, which was using a pointer.
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This made loops in linked lists of uvedges from duplicate members
causing a hang. Now check all previous links before adding a new one. It
is not much slower in practice because non-manifolds are not that
frequent.
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