Age | Commit message (Collapse) | Author |
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The problem here was caused by the usage of GL_POLYGON_SMOOTH (thanks Campbell
for the help tracking this down!). Apparently the issue is that this option
ends up doing some nasty accumulation with whatever is in the framebuffer for
each *tesselated* polygon (instead of the whole polygon as intended/expected).
** IMPORTANT USER NOTES **
With the removal of this option, filled areas and volumetric strokes will now
have jagged edges again. To resolve these artifacts, it is necessary to enable
Viewport Multisampling (found in the User Preferences, under the System tab),
and restart Blender to see the effects of this change.
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- don't resize ghash buckets (reserve maximum size)
- get vert, edge arrays instead of DM getVert, getEdge
- calloc -> malloc
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Bookmarks are now editable (i.e. you can rename them, and reorder them).
They are also listed in regular UILists, so you can filter/sort them as usual too.
Also, FileBrowser 'T' side area is changed to something similar to 3DView one,
in this case because we need op panel to remain at the bottom, and later because
we'll more than likely need tabs here!
Thanks to Campbell and Sergey for reviews.
Differential Revision: https://developer.blender.org/D1093
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UIList.
When defined, uiBut->tip_func is called when button's tip is generated. This allows
for advanced, dynamic generation of tooltips.
For now, only used by UIList, which can now optionaly use a given string property
of each item for its tooltip.
Thanks to Campbell for the reviews!
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instead
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Differential Revision: https://developer.blender.org/D1095
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Added support recently, but wasn't cancelling correctly.
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Title says it all, options can be found in the options panel,
A slider controls the amount of cavity masking that is applied while
it's also possible to invert the mask and paint outside or inside
cavities.
Again we might greatly benefit from caching of the cavity result, but
that should only affect startup time for the stroke.
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index) to a new position in the list.
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This attribute means how "pointy" the geometry surface is, which allows to do
effects like dirt maps and wear-off effects on render geometry. This means the
attribute is calculated for the final mesh which means no baking (which implies
UV unwrap) is needed. Apart from this the behavior is quite close to how vertex
dirty colors works.
The new attribute is available as an output socket of Geometry node.
There's no penalty for the render time, only some delay on scene preparation
(the delay is linear of the mesh complexity).
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1086
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D602 by @blakenator with edits
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The issue was caused by the fix for T34108, which modified DNA in order to
get a fallback box collision shape. Not sue why it's needed, we can just get
box shape directly, without modifying user's settings.
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Mainly consistency changes and smaller fixes.
* Environment Texture Nodes:
** show image info
** split layout for menus (showing menu title on the left)
** hierarchical button order
* Image Nodes:
** disable Alpha Mode menu if Use Alpha is disabled
** Don't show "+" icon/button if an image is already loaded
** Consistent alignment of menu buttons (see Input Color Space menu)
Requested and approved by @venomgfx
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The same buttons are already used for other image textures and since the
environment tex node does only allow images as well, it makes sense to
have this here too.
Approved by @lukastoenne and @venomgfx,
requested by @venomgfx
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For linking/appending, .blends get the type S_IFDIR added which prevents
the size from being drawn. BLI_is_dir gets the type from the OS so it's
better suited for this case.
Reported by @sergey.
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function calls
Fixes T41570 crash
For readability, attachDir was renamed to downDir and the Python API docs renamed accordingly
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All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing.
I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing.
I make sure that these functions are called only once per run, inside initBGE.
This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that.
I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order.
initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both?
Reviewers: campbellbarton
Subscribers: sybren
Projects: #game_engine, #game_python
Differential Revision: https://developer.blender.org/D1070
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Using different scenes with 2+ windows broke entirely using undo.
Now keep track of the current windows scene in each undo-file,
and ensure the undo-scene is on a visible window when undo is executed,
switching the scene only when its not in a visible window.
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Scaling matrix assumed no rotation,
also remove unused apply_diameter arg.
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D1045 by @a.romanov
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Running this operator and and closing Blender gives this:
Error: Not freed memory blocks: 2
ImBuf_struct len: 2480 0x69ba4f8
imb_addrectImBuf len: 1048576 0x6ccc2d8
Fixed with added call to IMB_freeImBuf in BKE_image_add_from_imbuf.
Could be fixed in the operator instead, but I think the BKE function
is the correct place since the comment says it should take ownership
of the ImBuf.
Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1084
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Reviewers: sergey
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D1083
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Instead of showing a meaningless "dot" icon or having to come up with an arbitrary
icon, the Outliner now shows the stroke/fill color swatches for each layer to
match every other place where these are shown.
NOTE: Like many other widgets in the outliner though, these are not editable.
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* Viewport visibility and locking are currently exposed
* Later on, visibility in renders can also be included
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reached
There are a couple of things that I don't like here, but it seems like
the best way to handle this for now.
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Needed a minor change to test committing from a new development system.
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This patch adds two parameters to the functions in the
collisionCallbacks list. The callback function should thus be like
this:
```
def on_colliding(other, point, normal):
print("Colliding with %s at %s with normal %s" % (other, point, normal))
game_ob.collisionCallbacks.append(on_colliding)
```
The `point` parameter will contain the collision point in world
coordinates on the current object, and the `normal` contains the
surface normal at the collision point.
The callback functions are checked for the number of arguments
`co_argcount`. The new `point` and `normal` arguments are only passed
when `co_argcount > 1` or when `co_argcount` cannot be determined.
Reviewers: brita_, campbellbarton
Subscribers: sergey, sybren, agoose77
Projects: #game_physics
Differential Revision: https://developer.blender.org/D926
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Still need to adjust for contiguous UV's
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also minor warning cleanup
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D389 by @kevindietrich
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This is still very rudimentary, and lacks many things.
* This needs a better icon. Perhaps we can look into using colour swatches here
too like in all the other places?
* The "active" check needs to be implemented still
* Various restriction toggles to come still
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This commit just adds entries for the Grease Pencil datablocks in the Outliner.
Currently, there's not much more to see here, but the following commits will see
to that.
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unless "set size" option is ticked.
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Error in custom split normals work, non-autosmooth normals != vertex normals!
Loops from flat faces shall take normal of their face, not their vertex.
Tsst...
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The term auto-view on its own isn't very meaningful
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will code another workaround for gooseberry.
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