Age | Commit message (Collapse) | Author |
|
GPencil Continous Draw Mode
|
|
a few pixels
The problem was that it was aborting too early after stumbling across a point which
might fit within the bounds required. This commit improves the logic here to solve
this and a few other little bugs like that.
Disclaimer: There are still a few cases where it randomly ends up picking something
way off. However, this only seems to occur very sporadically, so it's hard to say
how bad the problem may be.
|
|
Made link-select separate front/back with projected UV's
|
|
version
|
|
I also removed unused flags in RAS_ListRasterizer.cpp.
|
|
|
|
|
|
|
|
|
|
|
|
Per-view Freestyle stroke rendering needs to be done without multi-views.
|
|
In pipeline.c the function add_freestyle() was supposed to be called once
per frame, but after the Multi-view merge the function are called as many
as the number of views. There were however a few Freestyle parameters
that have to be initialized per frame, and initializing one of the
parameters for each view was causing double freeing of allocated memory
which was enough to result in a crash.
|
|
|
|
Without this you can't change delimiter options without editing the keymap.
|
|
|
|
|
|
Use same options as limited dissolve (adds material & winding)
|
|
Second half of fix for also T42510
|
|
|
|
Also enable this for headless builds too.
Calling UI_icons_init would initialize matcaps, brushes etc...
|
|
We want this even without UI, some scripts may use it in a background processing
mode to avoid too heavy process in actual 'user' blender...
|
|
treehash must always been checked before used!
Reported on irc by sebastian_k and investigated by sergey, thanks!
|
|
|
|
Remane sound_scene_handle to playback handle.
sound_scene_handle was a part of scene so we could see code like scene-
often in the same function.
If I understand things correctly, in audaspace lingo, the
playback_handle corresponds to a Reader while the scene_sound
corresponds to a Factory.
More cleanups will be done here later, but changing this now because my
brain hurts trying to remember which is which...
|
|
|
|
|
|
Holds 30 frames in memory. Could make it check memory instead but that
should suffice for now to make sure blender does not crash on me with
movie files.
Previously the system would load eveything in memory so something like
playing caminandes in player would swap after 30 seconds in local
computer.
|
|
|
|
If a mesh doesn't have a material we don't initialize the mSavedData in KX_BlenderMaterial to avoid crash.
|
|
team.
There are 3 options here:
1) Keep range (previous behaviour)
2) Seconds - allows a specified offset in seconds around current frame
3) keyframes - zoom to include a number of keyframes around the cursor
Options 2 and 3 have their own properties to tweak the behaviour and all
options can be found in User Preferences->Interface under the 2D
viewports section.
Number 3 will probably need some refinement so commiting here for the
hwoozeberry team to test first.
|
|
|
|
|
|
Removed call which was still needed
|
|
|
|
Some of them are just brain dead code, some are potential bugs.
|
|
The XYZ translation lock was missing for dynamic object.
Reviewed By: panzergame
|
|
|
|
Percentage properties use interaction like factors with number feedback
and easier way to go predict lower percentages.
|
|
|
|
The actual character motion actuator triggers every frame the jump method.
Adding an edge detection to trigger the jump method.
Reviewers: lordloki, sybren, moguri
Reviewed By: moguri
Differential Revision: https://developer.blender.org/D1220
|
|
* Cleanup duplicated code.
* Remove unnecessary "this->"
Reviewers: kupoman, lordloki
Reviewed By: kupoman, lordloki
Differential Revision: https://developer.blender.org/D1293
|
|
Surprising this worked at all, would show errors with non-flat-quads.
|
|
Was needed because sockets are very generic type which would match on unrelated values.
|
|
Was actually an old TODO, hopefully solved now in a way so everyone is happy.
|
|
|
|
|
|
Simple highschool rated issue -- uninitialized variable :)
|
|
Was disabled because other values weren't quite right.
|
|
Use the bilinear reverse to find the pixel to bleed from.
Was using pixel space which didn't work well.
|
|
|