Age | Commit message (Collapse) | Author |
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not render correct in animations, due to missing updates.
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texture paint modes and as modified mesh uvs overlay) and UVs of other
objects.
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rotation of the brush mask texture.
Unfortunately secondary path does not work here because we do not have a
permanent switch to choose between primary-secondary brush texture. Use
operator property instead.
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r59820).
Most convert operations can share a common base class with a single socket reader (except channel separate/combine nodes).
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Adding a new node in Node Editor failed for "High DPI" (Only Mac retina now).
- Py script for adding nodes was doing dpi magic, which it shouldn't. It has
been replaced with a (temporary) API call to set the correct cursor location.
(Thanks to Lukas T for helping here)
- The SpaceNode->cursor[2] property now is *only* storing the coordinate
in "adding new node space". Use of this has been removed from the code where
possible, with as only exception the code to draw noodles while adding them.
Special coder note: Nodes should respect the DPI value, and draw larger with
larger buttons if you increase this size. The hack here is that this can only
work nice if also the node positions are scaled accordingly.
A better fix could be to check on scaling the node view itself for it. That
then would also remove this Python API call that was added in this commit.
However, that again might fight with how buttons layout code works now...
needs some careful checking.
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warning in release builds.
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the active vertex is used when possible, else the corner vertex is detected.
this should replace the grid-fill-manager addon by Alexander Nedovizin.
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The issue with wrapping is that it requires correct interpolation of the border pixels. Since interpolation is done at the far left end of the node tree in buffer/image/etc read operations, the wrapping
setting can not be used directly in those operations (otherwise in-line translate operations would cause conflicts). To make wrapping work correctly we need to add a buffer in front of the translate
operation, which can then be interpolated correctly based on wrapping. The WrapOperation becomes a variant of ReadBufferOperation, which uses its wrapping setting to determine the correct "extend" mode
for interpolation of the buffer.
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proper interpolation of pixel values when using wrapping in the Translate node. Implemented in inline functions, so won't cause
overhead if constant values are passed (as happens with most calls using the default argument).
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This merges all mix operations into a COM_MixBaseOperation
(naming could be better, but this way it corresponds to what's
going on with math operations.
Same was done with RenderLayers operations.
Overall this gives 20% of bf_compositor library compilation
time decrease. And it was rather annoying to have tens of
files with just a single-line constructors anyway.
TODO:
- All Convert operations could also be merged into a single file,
but that would require adding some ConvertBaseOperation to
reduce code duplication (ideally). Leaving it unchanged for now.
- Some operations' headers seems to be wrongly including MixOperation
header, they need to include NodeOperation instead it seems.
This is rather harmless, but would be nice to doublecheck on this
eventually.
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BM_elem_select_set else the total selected elements count isn't mantained.
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Submitted by Saurabh Wankhade (sauraedron).
This patch adds camera shift and dof export and import in a Blender profile.
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into absolute paths.
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sensors.
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in the case of an error - assert, rather then fail silently since it wont be working as expected anyway.
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rather then failing silently.
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actionzone.
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The limit for dragging a gesture on an area corner was smaller then the area hot-spot,
so you could click on the right-most side of the bottom-left corner, drag left - pass the gesture threshold and still be in the same area. so a motion intended as a join would register as a split.
Happened more with high DPI values. fix by ensuring the drag limit is always higher then the hotspot.
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smaller then the header which pushed the original view out of the screen.
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- rotating the view is faster.
- arrow keys work (was only wasd-rf before)
- when stationary wheel or +/- will set z direction (so mouse wheel always sets the fly axis back to z)
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checks that every modifier gives a valid mesh (very slow) - so off by default even in debug mode.
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DopeSheet.
This could happen when a line style is shared by multiple linesets within a scene.
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appear in Graph Editor.
The channels define code in ANIM_init_channel_typeinfo_data() was not synchronized with the
definition of channel types (eAnim_ChannelType) in ED_anim_api.h.
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give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
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BKE_sequencer_imbuf_to_sequencer_space().
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testing and unrelated to PIL_time.h typical use.
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black until the end of the render.
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for example due to a subsurf modifier preceding a cloth modifier.
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were simply rendered on the first available halo-enabled layer. Now use the flare layers correctly.
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create an instance. Now it creates the instance even if the group was already
linked into the .blend file.
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cache must be used for baking.
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A selection copy may have been passed a null pointer.
Also quieted a couple other complaints by coverity.
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movie clip.
Track margin checks needed some tweaks to deal better with the fact
that normalized values for the same pixel values might be different
across X and Y axis.
Also, non-centered patters are expected to be handling better now.
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