Age | Commit message (Collapse) | Author |
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Not much to add, you can now clear previews from current .blend file, or a set of non-opened files.
Likewise, you can generate previews (for mat/tex, objects, groups, scenes, ...).
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Reviewers: scorpion81
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This commit does not add anything yet to users, it’s purely internal one.
Useful commit is next. ;)
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Also, factorized internal code to get global mutex from its ID.
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Reading fcurves wasn't really optimal because restoring fcu->group pointer was
changing lasthit pointer, which required full lookup over the oldnewmap happened
at the next call to newdatadr().
This reduces loading franck_sheep.blend file from ~2.2sec to 1.5sec.
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Thanks to @chadf for finding
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Refactor recent-file.txt handling, split into smaller functions.
It wasn't possible to write the current state to disk (depended on current context).
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Order of saving and reading particle point cache was totally different which
made newdataadr() falling back to full data block list traversal for every
point cache entry.
This commit makes it so reading code uses the same order of reading structs
and lists ad the writing code. This required to add special version of list
linking which is capable of running a callback after linking a list element.
This seems to be more robust approach than splitting writing code into
several loops.
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Error in recent move to looptri
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VSE strip draw code.
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Multi-View mode
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re-running when changing settings.
This is likely weak design, but allows people to change several settings without having to wait
several tenth of seconds each time, when e.g. transferring UVs between heavy geometries.
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Issue from rBabbd82a50, loops data were not correctly protected against multi-freeing in bvhtree data.
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poly projection.
Null-area face could generate an int overflow, and potential numerical imprecision in face area computation
could lead to negative number of rays-to-cast (though highly unlikely).
Also, use domnant axis of poly normal as 'flattening' one, instead of always using Z axis.
Points raised by Campbell, thanks!
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I can't reproduce issue here but crash is most likely caused by passing
a NULL pointer to glUniform2fv.
This is caused by OpenSubdiv changes to the codegen module, which pass
mtex layers to the uniform system
even when not needed.
Since Sergey is demoing OpenSubdiv in a few days, I'll
go with the easy fix for now which is just checking for NULL pointer, but
this needs to be fixed properly at some point.
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Intent was to act as animation everywhere
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Sliders in for FCurves in the animation editors were leaving space for
one extra setting that they didn't need to be accounting for (and which
wasn't shown, as it isn't valid for FCurves).
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doesn't seem to collide with the mute toggle
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Paste keyframes code seemed to have overlooked the NLA mapping issue, causing
keyframes to get pasted in the wrong places.
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segments with GPencil
After some testing of the behaviour of this stuff, it became clear that the current
pressure handling here isn't very useful. The initial point would invariably get a
low pressure value (due to the way that the initial tap needs time to "take"), while
the end of the stroke suffers from similar issues (i.e. when the pen is released).
Meanwhile, the line thickness would flicker while drawing the stroke, as the endpoint
pressure varied.
So, until we find a better way, all straight line segments are now drawn without
pressure sensitivity.
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make them easier to distinguish
This commit makes GPencil keyframes in the timeline slightly taller (80% height
vs 60% height) so that they will not be that easily confused.
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Setting the material was resetting the link bit, this is OK from the UI,
confusing for scripts.
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Patch by @chadf
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Call glProgramUniform1i only when OpenSubdiv is requested and only when
the GPU supports it.
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Solves shading artifacts with animated characters.
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Use first material slot for until multiple materials are fully supported.
Also respect setMaterial()'s return value to avoid drawing unnecessary
geometry.
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Make it so CCGDM reports 0 number of geometry when it uses GPU backend for
drawing. This screws up a bit statistics in info header and requires to have
some special handle of CCGDM in the drawing code, but makes it so non of the
areas will try to access non-existing geometry.
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Use coarse coordinates to calculate AABB which gives much better approximation
of AABB than using unity AABB size.
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Mirror modifier was reporting that it depends on geometry of the object
used for mirror center which is incorrect -- only object matrix is needed
for modifier evaluation.
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The issue was caused by the changes from this morning.
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