Age | Commit message (Collapse) | Author |
|
|
|
* Made Freestyle optional (turned on by default).
* Fix for missing bpath.c updates in the previous merge of trunk changes.
|
|
Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenkernel/CMakeLists.txt
source/blender/blenlib/intern/bpath.c
source/blender/blenloader/intern/readfile.c
|
|
|
|
include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
|
|
overlapping or being too close to icons in small buttons.
|
|
- Exported via Inkscape a 16 and 32 pixel bitmap version
- Use these as mipmap levels for OpenGL texture drawing.
- Changed code to get right sizes for drawing icons - better than last week's method.
Todo:
- Custom icons don't work yet (old one)
- Missing icons in the svg
- The .sh script for inkscape needs changed to support this
(now do manual saving)
|
|
tooltips was wrongly bound to iface option, not tooltips one, and recent changes in r53119 were incorectly using BLF_pgettext, made them simpler by using CTX_IFACE_ macro).
Also fixed CTX_FOO_ macros when building without i18n, those were kinda wrong.
And hid i18n ui section in userpreferences when built without its support too.
|
|
optional feature's build defines (like 'FFMPEG', 'MOD_BOOLEAN', 'INTERNATIONAL', etc.) for all enabled elements.
Note I tried to select all interesting defines, but this might be extended if needed...
|
|
Also synchronized tracking dopesheet channels height/spacing with fcurve dopesheet.
|
|
Issue was caused by rc_initial_buffer_occupancy being set for context
Commented this option for now -- it's not used in ffmpeg.c.
Now encoding seems to be working nice for MPEG4 and other codecs as well.
However, if there're some gurus around please check :)
|
|
panel
|
|
|
|
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
|
|
Currently will only keep object editor a bit clearer, but in
the future will be needed because of using some internal renderer
data structures.
|
|
|
|
Some were 0 some -1, but this messed up reporting - making it think that only red was being changed for each button.
|
|
|
|
|
|
frames.
|
|
next will add context so bpy.data.xxx[id] are not used for all references.
|
|
Default size for bitmap now is 32x32 pixels. Code change for higher densities is easy,
all under review. Let's first check this!
|
|
|
|
types and Python classes to the associated node type by means of the node type identifier.
|
|
* It collapsed panels in other tabs too
* Ctrl + click next to the panel header still caused panels do be collapsed
* Ctrl + Return over panel header now works as well
|
|
|
|
disk cache and lib path settings.
|
|
ED_region_visible_rect(ar, rect)
Returns the visible rect inside a region, subtracting the overlapping UI regions.
Added with minimal overhead, only called once per region draw.
Also fixes the 'Auto Key' warning print in 3d window (was behind properties)
|
|
translate the single name that ends up being used.
|
|
|
|
|
|
filepath
was changed to an invalid one. Also fixed Object Color not being displayed correctly
with VBO's.
The way it has to clear the VBO buffers here is quite poor though and slow, we
really need textures and materials in the depsgraph to do this quicker.
|
|
On saving new files (after loading startup.blend), the user prefs were included.
G.fileflags again...
|
|
VBO's were using a material limit half the size of the rest of blender.
|
|
|
|
|
|
uninitialized flag.
|
|
This works most usefully when combined with Normal orientation.
|
|
|
|
|
|
|
|
|
|
spaces around operators, and so forth). Many thanks!
|
|
|
|
Euler XYZ correctly, was never implemented;
|
|
* Motion blur with shutter time > 1 did result in the correct evaluation
of some modifiers because it set the subframe to values > 1, and some
places assume the current frame to be set to the integer coordinate and
the subframe to be a value between 0 and 1.
* Shape keys did not take subframe time offsets into account.
* Point density texture was using an current frame value that was never set.
|
|
|
|
when uvs are shared by more than two islands. Uv edges
usually belong to only two islands, making for much cleaner
stitches. To change between stitch modes, press TAB.
Initial mode depends on the selection mode of the image
editor. Documentation can also be found on the release wiki
|
|
step divisions per turn.
Degrees were used as radians... :p
Also tweaked min values of steps and turns!
|
|
Even with new depsgraph that'll be a big problem to support.
For as long layers define relationships or define evaluation
this should remain a static state.
Instead, animate outliner "visibility".
|