Age | Commit message (Collapse) | Author |
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parsers that done expand macros.
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* This patch adds a influence slider for the lattice modifier, which affects the strength of the deformation.
Patch by Patrick Boelens (senshi), thanks a lot!
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Port angle stretch code for uvs to bmesh.
Also added comment to clarify previous commit.
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This is hardly worth the cost since we use an approximation anyway.
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Problem was that area calculation of polygons was done relative to the xy plane, and with a very obscure (to me at least) algorithm. That meant that vertical ngons would get 0 area.
Commented initial code in case this is a strange optimization case that someone wants to use and used a cleaner algorithm: first project vertices to the ngon plane, defined by the normal of the ngon and the center (mean) of the ngon vertices. This will only be exact for convex and mostly planar ngons, still it is much better than the previous code.
Also fixed memory leak when stretch display was on.
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Fix edge case for clamp_index() with any negative 'x' that is a
multiple of 'len', was returning 'len' which is invalid index.
Maybe the expression can be simplified back to a one-liner?
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then the cross product between 2 faces if the faces infact share an edge - works best for non planer faces.
also added utility function - BM_loop_other_vert_loop
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normals are now used to calculate the inset edge vector if the faces are different and not planer.
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also correct delete_customdata_layer having invalid 'tot' in editmode, seems harmless for now but better assign correct value.
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else if's
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else if's
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else if's
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else if's
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other editmesh_ files.
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remove bmesh_selecthistory.c, only wrapped a few functions.
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setting was getting saved which caused save to fail when not caused by double click afterwards.
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* Preview Background is now themeable. Patch by Pablo Vazquez (venomgfx).
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The cube test, used by the clay strips brush, now smooths the corners
of the cube using the brush curve.
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* Camera and Empty colour is now themeable. Patch by Pablo Vazquez (venomgfx) with some minor edits.
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getting quite messy and mixed in too much different functionality just to add in same menu. Now use a pu menu for delete key which can call different ops.
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In fact, problem was in vec_roll_to_mat3(), which has to detect when the bone is aligned with its Y axis, using a threshold. This one have been raised to quite a high value due to bug [#23954], then lowered a bit due to [#27675] (which is imho in fine the same problem as 30438).
Reset it to its org value (very low 1e-13), as testing file given with firt bug did not show any problem anymore... So now, instead of 1/1000 of bone length from Y axis, we have about 3.25*10-7... Only (hardly) noticeable at max zoom level in 3D view.
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bug was caused by modifying loops vert value in a BM_LOOPS_OF_VERT iterator.
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reason it had a 'numcuts' option.
add edge split to mesh edge menu.
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changes.
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scripts are using this to modify the mesh and its confusing that the edits are not kept.
This also makes it clearer that the faces are for tessellated results only.
Added a section on the Gotcha's about upgrading scripts, the pros and cons of MeshTessFace/MeshPoly/BMFace.
and spesifically how to upgrade importers and exporters for 2.63+.
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from luke frisken (lfrisken), with some edits.
some tooltip colors weren't visible with different backgrounds, now the base tooltip color is used and tinted for python/alert/shortcuts etc. the tint colors are still hard coded.
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start frame = end frame which is useful in some cases.
Also made behavior of S/E operators equal to sliders in timeline.
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function for dissolving, detaching and muting nodes a bit. Instead of only linking a single, perfectly matching socket pair it now connects all outputs of a type to the first input of the same. Also if no such connections can be made it simply links the first connected input to the first connected output. This is the previous behaviour of the delete_reconnect operator (ctrl+x).
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re-use system.
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Apply part of the patch #30070 by Juha Mäki-Kanto, that takes into account the transform of non-joint type parent in bone animation computation. Thanks!
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object types, and armature have no boundbox).
This commit:
* Removes the Wire and Color options from the UI for all object types but meshes, curves/surfaces/texts, and metas.
* Adds a basic bounding box drawing (and computing) for armatures.
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(also fixes special request from Ian for Mango)
Added operator to update actual content length of all selected strips.
Can be useful for scenes and movies as well after doing making changes to
scene/movie.
Can be improved further to deal better with cases when strip has got effect
and it's get reshuffled because of overlapping after changing it's length.
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Graph Editor
Under User Preferences -> Editing, there's a new setting "F-Curve Visibility"
which controls the how much F-Curves blend in with the background colour.
Increasing this value makes F-Curves stand out more, at the expense of making it
less obvious which F-Curve is active.
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