Age | Commit message (Collapse) | Author |
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With various codecs its hard to ensure a sound will load or not.
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Did quite a few checks not to tag bad splits (which wasn't working perfectly)
Instead rely on BM_vert_separate not to create invalid geometry.
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Splitting edges could give duplicates.
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greater than 256.
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This also increases the tolerances in is_orthogonal / is_orthonormal functions,
which were much too low for practical purposes.
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unknown.
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Collapse but not with other merge types.
Was missing parameter for collapse bmesh operator...
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Own mistake in rBf75c89b3f42ffac51603e6e53459f9d94a8782cc...
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compilation fails).
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Draw" mode
When working with a pen only, it was previously impossible to exit Grease Pencil
draw mode (when continous drawing was enabled). Now, clicking outside the drawing region
(e.g. in the timeline, properties editor, or the header/properties/toolshelf regions)
where you are drawing will exit this mode.
Some corner cases to be aware of:
* When Region Overlap is enabled, clicking on the overlapping panels still exits
draw mode (even though you can see behind the buttons)
* In the Nodes Editor, clicking on a node (while in drawmode) will still draw a
dot/stroke. But, you can still exit drawmode by clicking on any of the panels
(properties/toolshelf/header) mentioned earlier
* To cope with cases where the operator is launched from the toolshelf, the
code now sets a new "active region" when the first stroke is performed
(based on what region is under the cursor at the time of that stroke),
overwriting the setting that got stored when invoking the operator (i.e. the toolshelf).
This change doesn't have any real user-visible effects, other than making it possible for
this fix to actually work without breaking that use case.
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Missed swapping out loops.
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This commit fixes several issues:
* island_store->items_to_islands_num was reset each time we added a new island, this is stupid! Harmless too, though, afaikt.
* partial verts bvhtree (with several islands) was hugely over-allocated...
* we would 'leak' in neighbor islands when geometry itself was contiguous.
* best_nor_dot was used incorrectly, leading to smaller weights for better matching normal!
All those fixes are related to T44522 (through personal communications with reporter).
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This reverts commit 4bcc7a2ec6bf6937778a2227c7f938c50a0fafe5.
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Actually check if we have a camera and looking through it before
rendering in multiview.
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on undo due to invalid mem access.
We cannot nuke treestore in readfile's `blo_lib_link_screen_restore()`, because this will
destroy all UI-state data (like opened/closed items, etc.).
Since we cannot know for sure whether an ID pointer from tselem->id is valid here, we
have to ensure they are never invalid, i.e. to always set them to NULL when we delete them.
To do so, this commit uses a similar approach as what already exists for ID references
in WM notifiers - it extends `free_notifier_reference_cb()` to also nullify those IDs in
all outliners.
Note that some ID types are not used(shown) by outliner currently, so `TREESTORE_ID_TYPE` macro
was added, that checks whether an ID is possibly used by outliner. Avoids a few searches
in whole tree whene deleting some IDs.
Reviewers: campbellbarton, sergey
Maniphest Tasks: T44439
Differential Revision: https://developer.blender.org/D1272
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As a followup for the previous commit, do the same thing for the insert/delete
keyframe button operators as is done for the clear keyframes op. There really isn't
much need/reason for conducting the looping there, as those functions natively
handle this themselves already.
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On second thought, the previous commit was just adding additional complexity which
wasn't needed, as the operator was wasting effort by doing this looping itself.
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and it had deleted the action in the process
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Moral of the story: Make sure that size_t is used whenever pointer
arithmetic is involved. For images, that basically means whenever any
squared dimensions are involved. Casting an operand to size_t early in
the operation is usually sufficient to force the entire operation to
size_t.
There might still be places lurking where we don't support this
correctly. This has been tested with render pipeline, quite a few image
functions (meaning we can paint on such images now, albeit somewhat
slowly ;) ) and export to jpeg. Too many places in code to check so I
guess we'll be handling cases as they come.
Don't try this at home unless you have an immense ammount of RAM.
First GPixel render of suzanne in the multiverse can be found here:
http://download.blender.org/demo/test/suzanne-billion-pixel.jpg
Can be viewed from blender (takes about 3.3 GB after loading but may
take more during loading so 8GB might be more safe to try this).
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Issue was caused by de-referencing NULL pointer, rres did not have any
views because nothing was rendered yet.
Needs more closer look about where else such a de-reference could happen.
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also note that size/rotation doesn't work for camera views. see T44511
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Splitting non-manifold edges could produce duplicate edges.
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Resolves bug over-splitting non-manifold connected edges.
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New utility function to handle splitting off multiple loops from a face at once.
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To split off a single loop, was splitting all fans off the vertex, then merging back together (except for one).
Now simply splits off one loop.
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- assert if the verts not in the edge (all callers assume success)
- rename to bmesh_disk_vert_swap
- swap src/dst arg order.
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Bug introduced in f8540d7fd5a47bc9d1d676d5aaaa0de379c71637
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We can now scale from 32px up to 256px (default has been upgraded to 128px).
Thumbnails are now generated as 'large', i.e. 256px.
Previews are scaled up if necessary, unlike icons (for folders or files without preview images).
Note that .blend thumbnails themselves remain in 128px for now (they are embeded in .blend files,
not quite sure we want to make them four times bigger...).
Patch by DMS (Yaron Dames), with final edits by myself.
Reviewers: mont29
Subscribers: Severin, mont29
Differential Revision: https://developer.blender.org/D1260
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Was own mistake on adding Alpha socket for Combined pass.
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Found by asan! ;)
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