Age | Commit message (Collapse) | Author |
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When deleting all keyframes in F-Curves, the corresponding F-Curves are deleted.
If all the F-Curves in an action group were deleted in such a way, the group
wouldn't be removed. This meant that these groups would never be shown (until
F-Curves for these groups were created again), but would still exist, causing
problems when trying to rearrange groups in the animation editors (i.e. groups
would appear to not move). Now these groups get deleted when they get empty.
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right but it can't succeed because of a property of the instance (normally the wrong col/row size).
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I also added comment to avoid this happening in the future.
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Removal of this line fixed the bug.
But!
I suspect it opens up for an excaption.
I will try to identify the exception and handle it in a different way.
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Color Pickers, square versions, didn't draw the 'cursor' correctly.
Was missing colorprofile check.
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causing textures to be missing in textured draw mode. There is apparently a bug
in the ATI drivers, committed a workaround for that now.
http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation
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Removed unused panel colors (and panel text) from Themes.
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in vertex paint, just pass the mesh.
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Notes and image:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability
- now each editor has own settings for "show panel header" and
"show panel background", and colors+alpha for this.
- this setting used to be global for all editors, but it can conflict
with looks of specific editors.
- Now you can set for editors to show panels with a 100% transparent
tool/properties region.
Note: read XML theme files now might get an error, Campbell will fix.
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now blenlib/BLI doesn't depend on any blenkern/BKE functions,
there are still some bad level includes but these are only to access G.background and the blender version define.
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#if MAC_OS_X_VERSION_MIN_REQUIRED comparison clause: If the code is loaded on an older system that does not include the symbol definition, the comparison still works
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Previous commit broke dragging area edges.
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With larger header sizes (via DPI setting), splitting an area horizontally (using
left-bottom corner widget, move up) stopped immediate after split, not allowing
to drag it to a position.
Culprit was code to check minimum header size, and area operator using the same
flags. Now ScrVert has two flags - one for internal use, one for the tools to set.
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in the text editor and ui paste.
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also use BLI_findindex for modifiers_indexInObject
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This commit is an attempt to improve collisions between moving Bullet rigid bodies using (concave) triangle mesh bounds.
Instead of using Gimpact, this we create a btCompoundShape with child shape tetrahedra derived from the surface triangles.
For each triangle, we add a fourth vertex using the centroid, shifting inwards using the triangle normal.
If the centroid hits an internal triangle, we stop. The default depth could be exposed as 'advanced' setting in the user interface.
This solution will be a slower than the original/gimpact solution, but a bit more reliable.
In the future, it is better to add HACD, convex decomposition to Blender, for moving concave meshes.
See http://kmamou.blogspot.com and the Bullet SDK's Demos/ConvexDecompositionDemo.
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don't work in Windows. These shortcuts are taken by the operating system,
so ctrl+numpad 2/4/8 now work as well and are the shortcuts shown in menus.
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impossible. In this case matrix inversion failed and didn't give a useful result.
Now it falls back to a pseudoinverse in that case, so that moving along the
other axes still works.
There may be other places that can benefit from this, but this is a place where
it has no significant performance impact, doing this in general for e.g. bone
matrices could be quite slow.
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On saving a first .blend after startup, the file would load back as if it was not
saved (showing no name in header).
The whole FILEFLAGS and G.relabase_valid and G.file_saved etc is messy.
This commit fixes issues, but only adds more mess :)
Will discuss a nicer implementation of all of this.
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ED_mask_pixelspace_factor(). - was getting the image width/height when its not needed before.
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function: BM_vert_calc_shell_factor_ex
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keys, eventually we may want to have some kind of priority here)
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- Move to layer (and more popups) didn't scale yet
- User Prefs and render window now open on right location on Mac Retinas
- Brush sizes for painting now scale for Mac Retina
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* Ocean Texture was not in alphabetical order.
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Mode with and 0 hairs object
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degrees
No need to clamp tilt value in transform panel, til beyond 360 degrees works
fine and clamping it in panel lead to some unexpected behavior.
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node with aspect != 1
It was strange logic in code from 2010 which forced image aspect to be 1 for
viewer nodes and render results.
Not sure why it's needed, was only used for unwrapping aspect correction,
but render result/viewer images are already handled differently there.
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http://projects.blender.org/tracker/index.php?func=detail&aid=29681&group_id=9&atid=127
The solver was mostly implemented by John Mansour at VPAC, with help from me and with funding from the AutoCRC. The SPH formulation is due to Gingold and Monaghan, and the smoothing kernel is due to Wendland.
This solver does not replace the old one; it is available as an option. Note that the new solver uses different units than the old one. The patch page has a couple of attachments that can be used to test the new solver, particularly sphclassical_dam_s0.01_grav.blend (ignore the earlier tests). The simulation in that file compares well with a physical experimental dam break; details in a paper by Changhong Hu and Makoto Sueyoshi, also referred to on that page.
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Based on patch [#30837] UV Offset Modifier
by Pawel Kowal (pkowal)
- Allows you to setup a transformation between objects to apply to UV coords.
- Option to select which axis apply to U/V.
- Option to select the UV center (needed for transformations that scale or rotate).
- Uses from/to objects in a similar way to the Warp modifier.
- Vertex group can be used to adjust influence.
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