Age | Commit message (Collapse) | Author |
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Now it uses the last activated node like compositing does. This should have no
effect on existing files until you activate another output node there.
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Allow loading of image sequences in addition to single images in the open image operator
I solved it by adding the possibility to load an image sequence in the Load Image Operator.
The image user is passed in the operator customdata now as well, best solution for now, but general handling of image user still a bit weak. The offset and length of the image sequence is now calculated in the image open operator by storing all found frames in a list and sorting this list.
Reviewed By: campbellbarton, brecht, lukastoenne
Differential Revision: https://developer.blender.org/D209
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LSCM auto pinning where it picks two vertices on opposite sides of the outer
UV island boundary would in some cases give the same 3D coordinate, which
causes UV unwrap to give poor results.
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This function call was accidentally placed inside a loop which gave O(n^2)
behavior, but there's no reason for it.
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This code has been broken for a few years and no one noticed, it's also less
useful now that we support PSD image loading ourselves which was the original
motivation to have this.
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Vertex bevel was completely messed up after last change,
and this fixes.
'Weld' bevels, where there are exactly two beveled edges
meeting at a vertex, now look better in cases where one
of the beveled edges is on a flat plane.
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It is possible that object in .blend file will have non-zero
recalc flags. Clear them on load in order to prevent possible
unneeded recalc after the load.
Differential Revision: https://developer.blender.org/D224
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OBJECT_OT_constraint_add_with_targets. This now works exactly the same
way as when setting the target via RNA/constraint buttons.
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This is because of the animdata cleanup in rBd2e55cb. This works ok in
general, but causes issues with the localized node trees used for compo/
shader/texture previews. These localized trees share the same default
action as their original trees, and then remove fcurves when removing
muted nodes (which should affect the localized tree only).
node_free_node_ex now has an argument for disabling animdata cleanup,
which is also not necessary when freeing the whole node tree (because
animdata is freed in advance anyway). In addition to that it also checks
the NTREE_IS_LOCALIZED flag to prevent freeing of fcurves in the action.
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Replacing the flags isn't thread safe and could lead to bi troubles.
Such things are to be handled by the dependency graph.
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Caused by missing __name__ from bpy.types (alternate method to patch D232)
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Also add some new interned strings.
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Patch T38290 by ldo (Lawrence D'Oliveiro)
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- move cache reset into view2d and comment about the rationale for resetting cache there.
- missed other places where view2d zoom level can change (smoothview, borderzoom, home and file reload)
- comment about DPI wasn't correct.
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Issue is not noticeable with default font, but i18n one can use more than 500Mo of ram when cached in undreds of different sizes.
Campbell had already done most of the work in rBa780e7f3f09f and rB6b283f116829, just had to call BLF_cache_clear() in _exit funcs of VIEW2D_zoom & co operators.
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Increase the maximum allowed amount of points in a spline from currently 32,767 (short) to 2,147,483,647 (int).
Change variables that get assigned the value from pntsu/pntsv to int type all over the codebase.
Change function parameters that previously passed the count as short to int type as well.
(because https://developer.blender.org/T38191)
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D212
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No functional changes just creepy to send rather huge structure by value.
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During drag the H key can be used to toggle the hide flag of the selected nodes.
This makes it easier to 'attach' nodes to available links in narrow places.
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Remove stray #undef directives.
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also for ray shadows, to solve inconsistency with the sun lamp.
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Adds some padding to the left of the icon, adds more space around the separator
line and make it more visible, and add some spacing at the top and bottom of
the menu. Ref T37794
Reviewed By: dingto, billrey
Differential Revision: https://developer.blender.org/D223
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Reviewed By: carter2422, billrey, plasmasolutions, brecht
Differential Revision: https://developer.blender.org/D220
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PSYS_RECALC_CHILD is not handled by handle_object_update at
all so it was rather pointless to set this flag.
Double-checked with Brecht.
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It was an issue with early object update check which was
screwing up for second scene because of first one reset
ID recalc flags.
From the comment in the code about this:
We need to check all visible scenes, otherwise resetting
OB_ID changed flag will only work fine for first scene of
multiple visible and all the rest will skip update.
This could also lead to wrong behavior scene update handlers
because of missing ID datablock changed flags.
This is a bit of a bummer to allocate list here, but likely
it wouldn't become too much bad because it only happens when
objects were actually changed.
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end up on same rows
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see/select
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target object uses more materials
We need to update object data, like when removing a mat slot, since some mat indices might have become invalid!
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consider "Transparency" is a shader pipeline option.
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- replace heap allocation with stack for small arrays.
- remove edge-lookup when its already known.
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This commit introduces the ability to make the Build Modifier operate in reverse,
essentially allowing it to be used as a "deconstruction" effect.
(See D219 for more details about use cases for this)
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on protected channels
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* Version patching fixes for theme settings
* Added missing support for NLA (needed for the keyframes drawn in the action lines)
* Fix for a lack of contrast between selected and unselected extreme keyframe type
(restoring it back to the pre-patch color scheme)
* Fix for keyframes on protected channels not being drawn with partial opacity
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This patch makes it possible to customise the colours used for the different
keyframe types (Keyframe, Breakdown, Extreme, Jitter) and the border colours
(normal and selected).
Reviewed by: Joshua Leung
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