Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D1003
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This reverts commit 04b0a9f4b885e8e3b0b3207f3b3cda74b936df3e.
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This patch make it possible to export and import shadeless material.
Reviewers: sergey, sauraedron
Subscribers: sergey
Projects: #collada
Differential Revision: https://developer.blender.org/D1094
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Only happening in the debug builds, avoids issues like recent AO one from happening.
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The issue was caused by AO operation reporting it's a color operation
(which means it's expected to output RGBA) but internally it's RGB
only in the render engine, which caused some memory to be uninitialized.
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Also add a faster, non-normalized version of the function.
(Neither are used currently used).
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Also don't use pose-bone transform unless the user is in pose-mode.
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cleanup_cddata -> clean_customdata
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We need to register the exception handler slightly differently here, as
well as adding DbgHelp as a library, but according to docs it should be
supported in recent Windows editions (Win XP included even).
We can try it first and revert if there are issues.
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dyntopo just notify user that their system doesn't support it.
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We have multiple reports of collada files crashing, run all meshes through validate.
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Wasn't needed and made linking fail here
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Had a small gap between the last-vertex & new-cut
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Browser
We now always use the actual fullscreen area.
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change behavior to use a negative number when outside,
and return the signed, squared distance.
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This reverts commit 4c723eb80e299eb6ca11ad72b5fcbe8746c4a854.
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The issue was caused by particles using billboard distribution, which
requires either object to be specified or camera in the scene to be
existing.
This commit prevents backing from crash, but bake result might not be
totally expected because of the thing mentioned above.
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as complicated as before cloth solver changes.
Still doesn't solve the collapsing cloth cube issue mentioned in T43406,
probably the bending springs work somewhat differently now.
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Face islands furthest faces could face towards the center point when connected to sharp edges.
Now check the furthest edge of the furthest face, to test for face winding.
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Prevents many small faces skewing center calculation.
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This method does not work for hair anyway. Even though hair collision
needs work at this point, it's still better than nothing.
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This was disabled during the course of hair dynamics work. The cloth
collision solution is based on a secondary velocity-only solver step.
While this approach is usable in general, the collision response
calculation still does not work well for hair meshes. Better contact
point generation is needed here (Bullet) and preferably an improved
solver for unilateral constraints.
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* Strips in muted tracks are also drawn with dotted borders now to make it clearer
that they are not contributing.
TODO:
* Perhaps dotted should be used for protected, and opacity for muted instead?
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* Do not make Action Stash Tracks or their strips active/selected
* Lock the track to prevent accidental editing/adding of other strips
* Prevent strips from being added into locked tracks by the pushdown operator.
This is mainly to prevent pushdown actions from getting into the stash tracks.
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default again
This commit modifies the "New Action" operator to always stash the old action
before it creates a new one. As a result, the old active action will now have
a proper user of sorts after the new one is created, preventing previously
created actions from being lost.
Now that the New operator does this, it can be used for the Action Editor header AND
NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create"
operator is somewhat redundant at this point as a result.
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and create new" operator
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
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