Age | Commit message (Collapse) | Author |
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[#24170] Camera inside volume error
[#24838] Light inside Volume material drops on it's walls - it may be double
Problem in a previous bugfix commit, reverted back, the original bug is still fixed too.
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in edit mode
zero length arrays were still having their members accessible.
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Also made it NULL, looks nicer than 0 ;)
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Compositor: Texture node only allowed 1 user, with more nodes using it
there was a thread conflict, using same memory for writing values.
Also: brought back the original intention for texture nodes, which is to
be using a "procedural image", not allocating memory for a buffer, but
only allowing to read per pixel. Commit in 2007 (!) allocated full buffers
for texture nodes, without using them even.
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This fixes Orig Dimension display (mostly).
* orx, ory both didn't get calculated, if dimension already matched
* putting them into Strip instead of StripData ment, that using images
of different dimensions in one strip could lead to incorrect results
Still TODO: on file open, timeline display happens before preview
display which means: orig_width and height are calculated after the
first draw of N-keys dialog. You have to hit refresh (or scrub one
frame) to get the right values displayed.
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Compositor: If scene render size changed, a Texture node didn't get tagged
to re-render, using previous size instead.
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We had 3 reports of not being able to add images in editmode which was a workaround for redo in editmode bug.
Rather then having it use operator redo, just give an OK button.
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- pep8 script was giving an error on non utf8 scons source files.
- use PyList_SET_ITEM macro when list type is ensured.
- all mathutils types use subtypes to create new types when available.
- use defines MAT3_UNITY, MAT4_UNITY to initialize unit matrices.
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Blender MultiLayer openEXR files now save with correct scanline order.
Code also provides backward compatibility. Also thanks to Troy Sobotka!
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Adjust hard and soft limits on proportional size operator property.
Prevent zero in old files with reset if under hard limit (in tools settings).
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prevent eternal loop
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drivers allow scripts to add functions directly.
- bpy.app.driver_namespace, read-only dictionary, edit in-place.
- reset on file load and new file.
- on errors the namespace used to be reset, this should not be needed.
simple example.
def driverFunc(val):
return val * val
bpy.app.driver_namespace['driverFunc'] = driverFunc
... now all drivers can access this function.
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combing hair the view matrix wasn't updated so depth comparison was incorrect.
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glEnable(GL_COLOR_MATERIAL), this is documented to be incorrect.
On my system it set the ambient color value to 1.0.
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(userpref->system), with a great help from brecht (its been way too long
for me).
However as brecht pointed out that the non-AA text is slightly lareger
then AA'ed Text :S, i did not do anything about this as this commit was
just the option not the text drawing.
this commit also makes it possible to do all kinds of UI textrender options
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Crash was caused by invalid utf8 sequence pasteing from the clipboard.
Prevent memory corruption by giving utf8slen() the same rules of bytes checking
as utf8towchar() does.
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collection["name"],
added r31826.
This is valid python syntax but I rather be strict with data path format else it becomes harder to parse them if we try to support this.
it means checks like fcurve.data_path.startswith('pose.bones["SomeBone"]') isn't ensured to work, since blender uses "" quotes everywhere for keyframe paths I dont think its an advantage to allow users to do it differently.
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* RNA fix for my last commit, we want the last 3 items of the array, not the first 3, added get/set functions.
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lost anyway
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loading the same font 3 times.
need to load twice still because render may use the font in a thread.
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* Code was using tex->extend instead of vd->extend.
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border and circle select do.
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- glReadPixels() was running to get the depth on each pixel, this works fine one some cards but was locking up on OSX.
- Replace glReadPixels() call with a single call to view3d_update_depths() right after view3d_validate_backbuf(), so the depths are only read once.
- Unrelated to the changes above, but should improve performance: view3d_validate_backbuf() was being called on every redraw while combing, now only call once when combing starts.
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calls glReadPixels() for the viewport which is slow on some systems and the depths are currently not used.
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not necessary
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RNA_struct_is_a + making rna_sensor future proof
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and AO multiply mode.
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(oui, a french bug report :)
we were using SENSOR_RAY for the radar sensor axis. However the Ray axis is inverted (God knows why) so I created a set of defines only for radar sensor.
Also I thought it was a good idea to replace some hardcoded values in Radar and Ray codes by their defines in DNA_sensor_types.h (similar to what Benoit did for Armature Sensor, so I see no problem on that).
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own commit r33070 broke this.
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although they report the GLEW_ARB_texture_non_power_of_two extension.
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cases.
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method to roll bones
from Josh Wedlake (joshwedlake), who provided a reference script used to apply changes in ED_rollBoneToVector().
- Obvious bug fixed where Z-Up didnt work right.
- More align axis options to Recalculate Roll operator: X/Y/Z/View Axis & Negate.
- Axis Only option, ignore the axis direction, use shortest rotation to align bones.
ED_rollBoneToVector() changes:
- would give bad roll when the axis wasn't normalized or perpendicular to the bone.
some callers accounted for this but not all.
- option to align to the axis but not the direction.
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https://projects.blender.org/tracker/index.php?func=detail&aid=24442&group_id=9&atid=498
[#24442] GLSL + VBOs
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the same subclass as the vectors they were derived from.
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This fixes one issue from #24914: 3D text glitch and crash ("delayed" 3d view refresh)
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the PNG could not be saved it could leak memory and not close the file.
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* Apparently some compilers don't respect proper operator precedence, so added some parentheses around to make inline conditionals unambiguous.
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Binding code had off-by-1 error, which meant that when "Even Divisions" was disabled the length of the wrong bone would get used.
This error was most noticeable when the lengths of the bones were quite different - for example, a chain with 3 bones of increasing length. Thanks to "Julius" on BlenderArtists for catching this. Cheers!
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Also, simplified the binding code loop a bit to prevent this sort of error in future.
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caused by own recent commit. update uv operator template too.
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now the derived mesh and the editmesh will always have matching faces.
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