Age | Commit message (Collapse) | Author |
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This dragging zone is visualized as the circle (the same as object origin)
in the spline bounding box center and dragging that circle drags the whole
spline.
Pretty much basic functionality, but quite useful in practice.
Requested by our roto team (Sebastian and Sean :) in IRC.
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Now freestyle would be rendered for the final resolution only, making it so
viewport navigation is really interactive.
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Modal frame_change was not terminating on mmb release event...
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go away when middle clicking
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Do not reset active but if cursor is not over it when getting mousewheel events.
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Modeling tool to cut intersections into geometry (like boolean, without calculating inside/outside).
Faces are split along intersections, leaving new edges selected.
Access from Face menu.
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Commits early in this year (to save some space) broke this. Hopefully this time
it works in all cases - lastCageIndex is no more influenced by realtime/edit active states.
Also, inactivate buttons instead of hiding them, can be useful to set those data
even though it does not have any immediate effect.
Took the opportunity to switch cage buttons to RNA, btw.
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For some reason, labels of buttons in popups/menus were clipped left.
Removed that function (was the only place were it was used), clipping text
by its left is really bad for its understanding!
Instead, extended clip_middle code so that it optionnally preserves a right piece of
the given string (like the shortcut part of a menu label). Think that's what makes
more sense here (note that most menus adapt themselves to their longest item,
we do not have much fixed-width ones, anyway).
Also tweaked a bit clip_middle logic, so that left part always have at least ten chars
(in addition to already existing 'min width' checks).
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There was some fuzzyness in `region_overlap_fix()`, using an 'other side' region
as ref to move current one in case their rect would intersect...
New code is a bit more complex, but should handle nicely all situations, mostly
ensuring we only translate an overlap if we find a previous one **on the same side**,
and ensuring we also never have intersecting overlapping regions from different sides
(since this does not work nice at all).
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This solves the crash, but indices might be wrong after the separation.
There are loads of other ways to confuse hook indices in both meshes and
curves, for now considering this a TODO.
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D297 by charlie with own edits
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If user drags away from initial position, menu changes to drag style and
returning to that position won't remake the menu click-style. Allows to
use the threshold indicator to cancel the pie.
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kopias on irc, thanks.
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was first thought and could mess up tweaking events for the left mouse.
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Fix T41416: by iri Hnidek
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add back include for USE_LOOPSLIDE_HACK
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also edit comments for knife tool
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Make pie menu item placement touch the radius from the internal side of
the buttons rather than placing on the center on the cirtcle. This
allows us to get rid of the separate visual angle property, also allows
for tighter placement of pies with a smaller radius without easily
overlapping.
Also pie menu title now always appears above the threshold indicator.
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(internal change, nothing should change to the user)
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also add unsigned versions
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Blender Internal
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Extend option was not implemented for UV lasso select...
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Attempt to make soften brush faster by allowing non-symmetric kernels.
Projective painting supports those naturally but for 2D painting there's
a small hack to avoid shifting of the texture. Not totally correct but
it works for now.
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Sampling still samples the texture color in transparent areas. This is
not so bad but users may get confused when clicking on a white spot and
picking black instead of the mesh color.
Krita also has this uncertainty when picking in transparent areas but we
do not interpolate with an explicit "transparent" looking texture during
viewport drawing (maybe we should), so it's not so apparent what happens
here.
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There were a few issues to fix here:
* We did not really unpremultiply float image dabs prior to sending them
to the GPU. That made float and byte image result different in texture
painting and undoing could change the result.
* To make textures nicely composited over the mesh, I used decal mode in
OpenGL texture environment for the texture unit. This uses the texture's
alpha channel with a nice over operator.
* Texture creation used to override the alpha setting due to the display
restrictions. Not so anymore, people can now create transparent byte
images.
Also, made alpha zero default for new textures now, since it has such a
nice effect here.
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The stored context object was used for creation of shade nodes. A closer look at the
node system showed that the context is not actually used when shader nodes are
added to a shader node tree. Relying on this fact, now a NULL pointer is passed to
nodeAddStaticNode() instead of the stored bContext pointer.
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Marked a function argument with UNUSED() and removed an unused local variable.
Patch provided by Sergey Sharybin.
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Also made minor code cleanup.
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