Age | Commit message (Collapse) | Author |
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- edgebisect bmesh operator used uninialized beauty field.
- BLI_join_dirfile could read from before the string bounds when passed an empty dir string.
- pransform could use an uninitialized projected coordinate (unlikely but possible)
- RNA_property_path_from_ID_check would compare against an uninitialized pointer when the path wasn't found.
also have bmesh walker use BM_edge_other_vert() utility function.
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add support for loop selecting boundry edges only - handy for loop selecting the side of an ngon.
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to determine when to stop and stops at vertices shared by only 2 edges.
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BMEditMesh already stores an object pointer.
also fix for own mistake with mesh conversion refactor, shape key index was off by 1 when switching editmode.
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- was operating on `type` which wasnt an argument to the macro.
- was calling return within the macro (makes code harder to follow).
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from Jason van Gumster (thefallenweeble)
adds render_complete and render_cancel callbacks to bpy.app.handlers
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also removed private face normal update functions - they were same as public.
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- BMesh.is_wrapped
- BMesh.copy()
- BMesh.clear()
- BMesh.free()
- BMesh.from_object(obj, apply_modifiers=True)
- BMEdge.calc_length()
- BMLoop.calc_normal()
- BMLoop.calc_tangent()
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funcs to ne less confusing.
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rather than functions in the module.
added example script which converts a mesh to a bmesh, edits and converts back again.
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By Bug reported by Pep Ribal
Also fixed an object mode bug with volume snapping and made it compatible with the edit mode "Snap on self" option
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- moved mesh conversion functions into their own file.
bmesh py api:
- can now create a new empty bmesh without first creating mesh data.
- added function to copy bmesh data back to a mesh.
- bmesh.from_mesh() can now get a mesh which isnt in editmode.
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World Context:
* Made world id block wider
* Don't show texture user when Cycles engine is used
Other:
* Change Dopesheet > DopeSheet in User Preferences Theme section for consistency.
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from Tom Edwards (artfunkel)
This patch fixes bug [#20791]
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variable so assignment failed.
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This is called when adding a multiries modifier. BMesh MDisps have
only one loop's displacements rather than a full face's, so don't
multiply by number of corners here.
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on access in editmode
just missing NULL checks on face data.
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Originated in r35213, appears to have been some test for multires in
BMesh.
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no way to pause.
now when reversing direction immediately - fly mode translation will pause until pressed again.
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- BM_mesh_normals_update was looping over all faces to find the largest one, this is no longer needed.
- calculating a face normal was looping over every faces corners twice, now only once - using the loops directly (not an iterator).
- face vert locations were being copied an array, now use directly.
- calculating the normals would copy a float vector for the next point in the face, which was never used (only current and previous used).
- was copying vectors to compute the normal, now just assign the float pointers.
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These changes originated in r35321, which transfered MDisps to a
different memory allocator; this is no long used, however, so
post-merge it was just making an identical copy.
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the mouse was before a character it would select the previous, even if the cursor was closer to the space between the next 2 chars.
now find the closest point inbetween both chars.
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own recent mistake in vgroup_blend(). - had bad check for editmesh.
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links, doc correction reported by dfelinto.
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surrounding geometry.
also the last edge was mot taken into account when calculating the correct winding.
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ideally but for now just tweak code in case it causes issues.
ERROR: still 1 structs unknown
*** Unknown structs: bSound
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it's user count on free. That's how other spaces handles ID block (like
image editor, space clip).
This fixes issue when loading file without loading UI when current layout
has got background images set.
Also this hopefully will fix issue #30429: Background Images Lost on Save/Close/Reload
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(median point was sliding a bit from it's original position)
This happens because of how transformation for stabilization calculates:
image is scaling around it's center, so image translation should be recalculated
after scale was changed, but scale also depends on translation. That's where
tricky things happens. It's still not ideal for case of rotation, but before
fixing this issue better to figure out usecase and see if it's indeed
so needed to scale around image center (it might only be helpful to use
stabilization parameters in compositor nodes).
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Applied the keymaps hack which is used for other animation editors to allow
markers to be added and renamed anywhere from within the sequencer strips
region, instead of just when the cursor is over the scrollbar.
Other operations where the hotkeys conflict though (delete, move) can still be
done only from the scrollbar, or better still, from the Timeline.
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selected as a sub-selection of nodes and are then preferred by the auto-connect operator. This makes it easier to create precise links over long distances as an alternative to the click & hold operator.
Socket selection is indicated by a simple white highlight circle.
Multiple inputs can be selected by holding SHIFTKEY (just like regular node select). Only one output socket can be selected at a time for each node, but several outputs in different nodes are allowed.
The auto-connect operator will prefer selected sockets on nodes for creating links. If either the output or input side have no selected sockets it will fall back to the previous behavior of chosing 'best' sockets first (colors, then vectors, then values). This could be improved in the future, but is out of scope here.
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- Ron aspect ratio correction after applying location
There're still some annoynments with rotation stabilization with
pixel aspect != 1, will be fixed later.
- Joining tracks will update track used for rotation stabilization/
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All multires grids have exactly the same ordering, so rather than
allocate a new index buffer for each PBVH node, just allocate one that
can be reused for every grid.
This requires more draw calls (one per grid rather than one per PBVH
node), but less graphics memory.
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funcs.
added copy float/double funcs: copy_v3fl_v3db(), copy_v3db_v3fl(). 2d & 4d too.
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this fixes but [#30461] where the same vertex was added to some faces twice.
Previous code rebuilt all faces around the split edges, replace this with much simpler code that uses existing bmesh API for splitting.
This also gives a performance boost to the modifier (over 30x faster in the bug-report file).
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