Age | Commit message (Collapse) | Author |
|
|
|
Rather than a single socket value map, use a "scope" to keep track of which
nodes are already generated. This reintroduces the "block" idea from earlier
versions, but at the later codegen stage rather than the node graph.
Describing scope on the level of nodes becomes quite clumsy and ambiguous,
and moves nodes further away from the UI representation. The compiler can
handle this more elegantly without requiring persistent data.
Scopes can be nested. This is not used yet, but will allow scoped variables
later on, where the variables being used for a node path depend on its scope.
|
|
|
|
Created double faces, leaked memory.
|
|
Both button and rename text would draw while renaming,
caused issues with some themes.
|
|
|
|
Meta contents could obscure meta selection outline, draw after.
|
|
VSE effects within a meta-strip could fail to update on cancel.
|
|
Missing update caused internal lengths to be wrong.
|
|
Maybe we should move it to BLI, but not sure how, and where (and its defines
are SpaceFile's ones, meh :| ).
|
|
Factorized writing of ID block's data (so far, only IDProps) into own helper func.
This also fixes missing IDProp (aka custom data) saving from GreasePencil and Library
datablocks (and add comment about why we do not save WM IDProps).
Finaly, it ensures all ID-related data are written immediately after the ID itself
(was not the case for all data types previously, some were writting their own data
before IDProps). This is not a fix (.blend file format does not enforce any order
on sub-data of datablocks, they only have to be after datablock struct itself in file),
but makes things more consistent.
|
|
|
|
Check to avoid operating on same strip multiple times wasn't working.
Harmless but better make it functional.
|
|
Warning and let the Mesh Validator take care of the cleanup
|
|
material use node groups
|
|
This can't be avoided completely, however the threshold used can be much lower.
|
|
|
|
Before the intervall was set to 0.125 which effectively resulted in 8 positions across the UV space (per axis).
I halved that value, holding shift enables an even finer movement.
This change was ported over from my soc-2016-uv_tools branch after talking with howardt, ideasman42 and hackerman-
|
|
When this flag is set - even when the curve error is under the threshold,
keep attempting a better fit.
Enable this for freehand drawing, since it gives nicer results and isn't noticeably slower.
|
|
Holding Ctrl-D would keep opening driver menus.
|
|
Also, can use numeric input to set segments and profile when
in those respective value-adjusting modes (as per S or P toggle).
Finally, fixed problem with previous bevel commit: when changing
value-adjusting mode, would like to start off resumed value adjustment
where it was before.
|
|
|
|
This happened to work for me but caused issues on OSX.
|
|
|
|
Auto-merge caused all edges between selected vertices to be selected.
This only makes sense in vertex-select-mode.
Correct edge-flag merging code, which now merges flags from multiple edges.
|
|
Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step.
This was broken, since delayed transp drawing list is always handled **before** delayed xray one.
After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base.
Also added asserts that those afterdraw list are empty at end of drawing step, should help
avoiding that kind of issue in future.
|
|
|
|
project functions arg naming made it hard to tell which vector was projected onto.
|
|
D1988 by @wisaac, with own edits and improvements.
This improves on existing tangent calculation functions too.
- BM_face_calc_tangent_auto: Chooses method based on number of sides, used by manipulator (not exposed to Python).
- BM_face_calc_tangent_edge: from longest edge.
- BM_face_calc_tangent_edge_pair: from longest edge-pair (most useful with quads).
- BM_face_calc_tangent_edge_diagonal: edge farthest from any vertex.
- BM_face_calc_tangent_vert_diagonal: vert farthest from any vertex.
Also optimize BM_vert_tri_calc_tangent_edge* functions to avoid sqrt.
|
|
sense when no preview is available...
|
|
Use to fill an array of bytes to random values.
|
|
Own stupid off-by-one regression in rB019ce363b01bba0afe1 and later...
|
|
|
|
until they can be reimplemented.
|
|
|
|
Stipple isnt left on during object drawing
|
|
|
|
|
|
Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
|
|
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
|
|
particular scene.
Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid,
it would not be returned by mempool iterator step, which would always return NULL in that case.
|
|
every time.
|
|
According to the site below, this is necessary for proper optimization.
http://llvm.org/docs/Frontend/PerformanceTips.html
|
|
in the future.
The basic idea is that a node represents a function F, without assuming anything about
how the input expressions are evaluated:
F = F()
In most common case this function can be decomposed and defined in terms of concrete values,
which are given by the input expressions:
F = F'(G1(), G2(), ...), where Gn are the respective inputs of the node
This is a first *very* naive implementation. It would rely heavily on common-subexpression-
elimination (CSE) to avoid generating the same code paths over and over again. There should
probably be some initial optimization on the BVM node level instead of relying just on LLVM passes.
The purpose of this generalization is to allow more complicated control flow inside node functions.
Nodes would then also be able to take additional variable arguments (e.g. an index), which can
be modified before being used as internal arguments for input expressions.
|
|
Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
|
|
|
|
|
|
Replace glDrawPixels w/ glaDrawPixelsTex
|
|
Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
|
|
|