Age | Commit message (Collapse) | Author |
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wasnt.
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node.inputs/outputs.move). This allows moving sockets in a node group interface from python without breaking external links.
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because its defined at 1, but confusingly checks against RIGHTMOUSE fail.
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lines.
Problem report by Charblaze in the BlenderArtists.org Freestyle thread, thanks!
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incorrect.
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rna_SpaceProperties_texture_context_itemf() together with its fellow functions.
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* [#35724] Backdrop zoom can be set to a very small value, making the backdrop disapear.
There were checks in the drawnode that needed to be placed in the readfile.
The checks checked if the zoomlevel was 0.0, then it was defaulted to 1.0, but the zoomvalue had a minimum limit of 0.01, hence it did not work.
Moved the check to the readfile and checked for all values smaller then 0.02. These values are then reset to 1.0
Jeroen & Monique
- At Mind -
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node size as calculated in the node_update functions. It can be useful for node layout scripts, since the width/height properties
are not an accurate representation of the actual node size which is determined by the uiLayout.
Please note that the dimensions calculation depends on the drawing of nodes, so it may not get updated if nodes are not visible in any editor. Also the node height in particular can change dramatically
based on previews, visible sockets, etc.
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BKE_mesh_calc_smoothgroups
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indirection.
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Was using edge-slide & remove-doubles but this was error prone since remove doubles could fail in some cases or find doubles where it shouldn't (with very small scale objects).
This gives more predictable behavior when the edges of a loop wouldnt slide (in that case they would just drag over to one of the sides with no user control)
and multiple edge loops work better too. eg:
- http://www.graphicall.org/ftp/ideasman42/edge_loop_del_update.png
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option),
useful to avoid odd shaped ngons surrounding dissolved edges.
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isn't
any SSS material in the scene.
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after recent change to size of bool.
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- ED_view3d_from_m4() got incorrect rotation from scaled cameras, was noticable with smoothview transitions.
- when you lock the camera to the view, any view edits would reset the cameras scale to 1.
- another problem with view locking if the camera was scaled and had a parent, the parent would be transformed incorrectly.
- fly mode was chaning object scale a little over time, now restore after applying scale so it never changes.
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assigned to a mesh did not work correct.
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changing angle of view.
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builds.
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Without this check it's easy to crash blender by passing
non-existing socket type to sockets.new() function.
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(which may not have the functions defined).
gave odd behavior of including members in __dir__ that couldn't getattr()
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Was a stupid mistake in another fix here :(
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from_socket/to_socket arguments to make sure the function doesn't crash when passing None/NULL.
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Only activate search-box items on mouse-release,
Otherwise this gives odd behavior when using the operator-search popup since some tools expect the mouse buttons not to be held when activating which includes operators that have their own popup menus.
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index + 1, simplifies checks.
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In the case where the modifier stack didnt need deform-verts to calculate,
they would not be available for the preview either.
This fixes a bug caused by r57206 which set mirror to preview so the mirrored
weights would be displayed, but it only worked when there was an armature after it, see [#35545].
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refactoring.
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the wrong place.
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Hopefully it's more readable now. Took me a while to remmeber
all the stuff going on here while was looking into possibility
of implementing some feature here.
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The tooltip seemed to hint that this tool is able to resolve all manner of
gimble-lock situations by untangling the curves (i.e. performing some kind of
equivalent-angles resolution, keeping in mind the nearest situations nearby).
However, this tool currently only performs corrections for the most basic case
when large jump+flip discontinuity artifacts appear in euler rotation curves as
a result of rotation values getting clipped to +/- 180 degrees, which arises
when these rotation curves are the result of baking some physics sim or so.
(Also, fixed an unrelated "replace-all" typo in a comment)
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not getting correctly initialized node->id pointer to the Viewer image (thanks to Sergey for figuring that out). The original
proposal was to add another special init hack for the viewer node->id, but rather would do it right and so moved all the special init hacks for constant ID backpointers (Scene for RenderLayer, Composite,
Defocus, FileOutput and MovieClip for MovieClip, MovieDistortion and Stabilization nodes). These are now part of the local init callbacks functions of the appropriate nodes, using the new initfunc_api
callback which takes a Context pointer, so they have access to Scene.
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longer a convention.
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non-manifold base mesh.
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to calculate normals for edges with 3+ face users.
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lamp, world, texture and scene) still keep their original library pointer when appending, making them uneditable. Clearing the
lib pointer now has been moved inside the id_clear_lib_data function, with an ugly switch statement to handle integrated node trees.
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