Age | Commit message (Collapse) | Author |
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Since ruler allows other operators to run (such as mode-switching).
Only cache snap-context while dragging.
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Created double faces, leaked memory.
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Both button and rename text would draw while renaming,
caused issues with some themes.
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Meta contents could obscure meta selection outline, draw after.
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VSE effects within a meta-strip could fail to update on cancel.
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Missing update caused internal lengths to be wrong.
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Maybe we should move it to BLI, but not sure how, and where (and its defines
are SpaceFile's ones, meh :| ).
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Factorized writing of ID block's data (so far, only IDProps) into own helper func.
This also fixes missing IDProp (aka custom data) saving from GreasePencil and Library
datablocks (and add comment about why we do not save WM IDProps).
Finaly, it ensures all ID-related data are written immediately after the ID itself
(was not the case for all data types previously, some were writting their own data
before IDProps). This is not a fix (.blend file format does not enforce any order
on sub-data of datablocks, they only have to be after datablock struct itself in file),
but makes things more consistent.
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Check to avoid operating on same strip multiple times wasn't working.
Harmless but better make it functional.
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Warning and let the Mesh Validator take care of the cleanup
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material use node groups
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This can't be avoided completely, however the threshold used can be much lower.
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Before the intervall was set to 0.125 which effectively resulted in 8 positions across the UV space (per axis).
I halved that value, holding shift enables an even finer movement.
This change was ported over from my soc-2016-uv_tools branch after talking with howardt, ideasman42 and hackerman-
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When this flag is set - even when the curve error is under the threshold,
keep attempting a better fit.
Enable this for freehand drawing, since it gives nicer results and isn't noticeably slower.
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Holding Ctrl-D would keep opening driver menus.
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Also, can use numeric input to set segments and profile when
in those respective value-adjusting modes (as per S or P toggle).
Finally, fixed problem with previous bevel commit: when changing
value-adjusting mode, would like to start off resumed value adjustment
where it was before.
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This happened to work for me but caused issues on OSX.
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Auto-merge caused all edges between selected vertices to be selected.
This only makes sense in vertex-select-mode.
Correct edge-flag merging code, which now merges flags from multiple edges.
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Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step.
This was broken, since delayed transp drawing list is always handled **before** delayed xray one.
After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base.
Also added asserts that those afterdraw list are empty at end of drawing step, should help
avoiding that kind of issue in future.
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project functions arg naming made it hard to tell which vector was projected onto.
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D1988 by @wisaac, with own edits and improvements.
This improves on existing tangent calculation functions too.
- BM_face_calc_tangent_auto: Chooses method based on number of sides, used by manipulator (not exposed to Python).
- BM_face_calc_tangent_edge: from longest edge.
- BM_face_calc_tangent_edge_pair: from longest edge-pair (most useful with quads).
- BM_face_calc_tangent_edge_diagonal: edge farthest from any vertex.
- BM_face_calc_tangent_vert_diagonal: vert farthest from any vertex.
Also optimize BM_vert_tri_calc_tangent_edge* functions to avoid sqrt.
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sense when no preview is available...
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Use to fill an array of bytes to random values.
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Own stupid off-by-one regression in rB019ce363b01bba0afe1 and later...
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Stipple isnt left on during object drawing
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Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
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The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
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particular scene.
Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid,
it would not be returned by mempool iterator step, which would always return NULL in that case.
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Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
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Replace glDrawPixels w/ glaDrawPixelsTex
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Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
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Could give barely measurable speedup on a complex rigs.
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Became obsolete after recent changes.
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bones
Avoid annoying checks form inside operations loop, gives few percent speedup in
files like army_of_blenrigs.
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It's still not completely working - there are still some glitches - but far better than before.
To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter.
Changes I had to do:
* Call uiList handling from menu/popup handling if needed.
* Make uiList handling use special popup refresh tag if placed in menu.
* Allow popups invoked from py operator to tag for refresh by using operator 'check' callback.
* Tag popup for refresh when resizing uiList.
Mostly fixes T48612.
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