Age | Commit message (Collapse) | Author |
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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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also for movie-clip dope-sheet
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could not be cancelled.
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Each dpi value stores its own set of font sizes, so while dragging the
dpi value would collect many sizes and never free.
Also change how BLF_cache_clear works,
it was freeing memory but not the OpenGL textures.
Now just free all the cache and GL textures and let drawing allocate them again as needed.
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added an option so view-align can default to a different axis.
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Issue was caused by solidify modifier using original vertices bitfield
to store tags. This isn't thread-safe obviously. Now use bitmap to store
needed tags.
Reviewed by Campbell, thanks!
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Replace with enums to make it more obvious whats happening
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removal of x5 hardcoded size multiplier
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Issue was caused by some objects being in bMain and tagged
for update but not being in the DAG. This means objects
wouldn't be updated and their recalc flag remains untouched
triggering threaded for the next frame.
Solved by tweaking POST_UPDATE_HANDLER_WORKAROUND in the way
that it checks objects' recalc flags from the DAG, not from
the bMain. This will work a bit longer since DAG stored more
nodes than objects in the scene, but this code only runs in
cases when there're some objects tagged for update, which
keeps overall CPU usage on such a workaround pretty low.
Now CPU usage on 11a_comp scene from project Pampa went down
from ~15% down to ~5% (2,69 release uses ~%7).
Pointed by Thomas Dinges in IRC.
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