Age | Commit message (Collapse) | Author |
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noise modifiers with a large 'octaves' value.
Problem report by Light BWK through personal communications, thanks a lot!
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The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as
with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
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orientation in vertex select mode.
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redraw flag were mixing up types - int/char/bool, add enum type to use instead.
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individual origins and normal transform orientation are set
thanks to psy-fi for the initial patch.
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- use TREDRAW_HARD define
- use apply prefix for transform callbacks.
- make callbacks static.
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Was a typo from refactor to calculate sculpt plane from forward facing
vertices only. The branch of the code that did the calculation would end
up with a nice division by a wrong number.
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Otherwise some invalid pointers will be left
which could be harmless if real object stays
local, but crashes when linking them to
another files.
Was discovered here in the studio during
Project Pampa, and the steps to reproduce are:
- Create lib.blend, put armature and cube to it.
Create a group with them.
- Create scene.blend and link group from lib.blend.
- Make a proxy from armature.
- Make group real.
- Add real objects to a group.
- Create comp.blend and link group from scene.blend.
This step will creah.
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Action Constraints
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DopeSheet too
Previously, it only worked in the Graph Editor, though I thought I had
implemented it here too.
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selection ops
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bones if "Only Selected" dopesheet filter is enabled.
When this was enabled, it would be too easy to accidentally change the selected
bones, causing the keyframes you were just editing to disappear
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show incorrectly).
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all unified paint settings properties, made sure to notify that
active brush has changed.
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3D view, when display set to rendered only. Emitter also appears in all GL Renders and some F12 renders.
Fixed OpenGL part: in draw_object, when object has some particle systems and none of them render the emitter, and display option is set to show only rendered objects, skip this object.
Note: Cycles matter I did not investigate, looks like a render-engine issue.
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ctrl + shift + left/right arrow key.
Patch #37142 by Henrik Aarnio, thanks!
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guaranted. Also heavily simplified it (previous code was supposed to have optimizations, but ended just looping twice over the markers' list...).
Many thanks to Brecht and Sergey for noting the quirk and reviews! :)
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Easy to fix, but do not really understand *why* this is needed...
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It was not implemented in anim filter yet.
it's strictly speaking not so much clear how
"selected only" mode is expected to work when
having multiple node trees editing at the same
time. For now all the animation data from
selected group will be displayed.
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Expect to be no functional changes :)
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Issue was caused by Blender Internal changing LIB_DOIT flag
for scene when it gets updated for new frame. This leads into
conflict with flag used for tagging scenes fr render,
For now made it so nodes are being tagged instead of scene.
Only none node from those who're sharing the scene will be
tagged. And rendering scenes for node tree now checks for
node flag instead of scene's datablock one.
Ideally this tag would be replaced with scenes stored in an
array, but then it's not so clear how to check which node
to update.
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it was asserting if the last edge faces were already all set
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Thanks to David M (erwin94)
only added some comments.
https://projects.blender.org/tracker/?func=detail&aid=34178&group_id=9&atid=127
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- At Mind -
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ignored, depending on the order of evaluation)... :/
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doesn't appear to work.
Init min/max values were just switched...
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Set newly selected bone as "active", so that the transform properties show the
correct values for the newly selected bone
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obtained from OIIO by geterror().
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Also fix crash for files which could have been saved with
wrong active render layer.
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perhaps ED_scene_draw_fps is actually better to be placed
to a better place, but consider this is good for now.
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Objects were not being freed when unlinked from all scenes, due to user count increments on the ParticleSystem->parent pointers. These were referencing the objects themselves, creating a user count of 1
and preventing free. Object pointers should not usually do user counting, except in some cases like scenes and groups (thanks to Brecht for clarifying this).
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Added surface support to recent curve split operator, completing quick hack todo
Updated nurbs separate operator to make use of new split logic, completing tools todo
Added 'Delete segment' option to surfaces and improved surface duplication, used for split/separate
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in Text Generic
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Update tagging was happening only after full triangle was handled.
Now made it so images are updating once in 0.5sec, progress bar
will still update only after the whole triangle is done.
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first_camera variable was used uninitialized.
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a wanring :S
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corresponding bones
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The issue was caused by uncertainty of current camera when
there're no markers to the left of current frame.
Now in this case camera from the top-left marker will be used.
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My previous fix for uninitialized texture coordinates was not working well,
and in fact there was a bigger issue with GLSL drawing and missing attributes
with immediate draw mode. Now it will explicitly pass zero rather than having
it use whatever value was set last.
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Seems no user counter tricks are needed from r23598.
Also, r33453 is obviously wrong, because new ID's user counter is 1,
and could not exceed this value.
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