Age | Commit message (Collapse) | Author |
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remove MEM_sys_types.h which was a duplicate.
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values in addition to non-socket settings. This makes it possible to actually use the sidebar for all node settings without
having to go to the main area for changing socket values.
This patch should be considered a temporary solution. The Active Node panel is a horrible mess and needs to be split up and cleaned. It should probably be moved to python as well.
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sourcefiles where needed and reorder (must be before BKE_global.h)
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unused defines and correct include guards.
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a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
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the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
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character list UI widget and the members these used in 'G' global.
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layer to that area
Remove REGISTER flag from GP draw operator, so redo wouldn't screw up regions.
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Descriptions were missing since PyNodes integration.
Thanks to lukas for patch review!
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Seems it was simply missing mesh normals update in multiresModifier_base_apply.
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modifier.
When the sketchy chaining is used, stroke geometry may contain a 180-degree U-turn.
If the 'error' parameter of the Bezier Curve geometry modifier is small (e.g., 10),
Bezier curve fitting will recursively split the original stroke into two pieces.
This splitting may take place at a U-turn point, causing a numerical singularity issue
that leads to a crash.
Problem report by edna in the BA Freestyle thread, with an example .blend to reproduce
the problem. Thanks a lot!
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point is edited
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caused by partial revert of r56073.
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regression with bmesh - extruding was creating faces where it shouldn't.
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arrays.
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Now it uses the same (strange) YZ flipping convention.
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case the render engine would keep working invisible in the background.
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The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
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inserted by pynodes merge that would cancel all running preview jobs on each node area refresh. Not sure what the rationale for
this behavior was, but it certainly doesn't work correctly.
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selected. (active-unselected isn't in common usage for mesh editmode).
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layer lookups within loops.
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Time / keyframes
Used slightly different approach from what was discussed with Campbell,
and the reason of this is slightly better support of curve point animation
re-mapping.
There're actually some limitations which better be discussed bewfore 'b':
- If there're no point animation, spline separation goes just fine.
- If there're animated points in the curve, blender will preserve
animation for currently editing curve. But, since new curve created
by Separate operator shares the same AnimData, it'll be animatied
in a weird way.
So not sure whether it's better to preserve animation for current spline
but require switching animationdata for new spline or resetting animation
for current curve's animation data.
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2 bugs here
- missing NULL check in IMB_colormanagement_display_settings_from_ctx()
- deadlock in draw_image_paint_helpers()
Simple solution is to not draw paint helpers for render/viewer images.
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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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now you can add an object, enable align to view, then align the view back to the object without flipping.
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for connecting verts.
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infact this worked by accident, but didn't crash.
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Removing old resize stuff.
Windows has resize lag, which creates black gap with openGL. Still looking to fix it.
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static function.
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Mesh editmode, active face was always drawing same stipple pattern color,
whether face is selected or not.
Now it uses selection color + stipple. Looks much more consistent.
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- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
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3D Viewport render (internal) didn't render bump maps (it was black even).
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on 64bit system reduces the struct to 64bytes, was 120, also avoids initializing unused values.
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