Age | Commit message (Collapse) | Author |
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now removed winbuildinfo.h code and let scons on window just set environment vars like other operating systems. Note that cmake still doesn't get the date information on windows, implementation is missing for this.
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so disable SSE in that case now.
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showing, but that also is confusing because it then shows the wrong
size, so just hide it now when blend size is 0 or 1.
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check face mask mode first which is where hidden faces also dont draw.
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blender on mac)
The WITH_LIBS10.5 option switches the use of the libs included in the darwin-9.x.universal folder
Use the CMAKE_OSX_ARCHITECTURES variable to set the architecture you want to build for (e.g. i386, x86_64). Only one at a time, this value is used to select the python_?.zip that is bundled with the app.
WITH_COCOA (build Cocoa ghost and not Carbon) is now on by default.
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a proper fix, but for now this makes things work again.
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- made texture_slot return the texture slot for the node texture
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which made number buttons not increase the value on clicking the arrows.
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Also an unrelated warning fix.
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* Nested write lock on render results.
* RayHits pass was always enabled, commented it out now.
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playhead (just like the dope sheet).
Changes how selecting linked left/right work since this conflicts. rather then Ctrl for left and Alt for right, Just use Alt and select the side based on the handle selected.
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missing viewport redraw.
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Also:
* UI now takes ID self check flag into account so that e.g. it
doesn't offer to the make object it's own parent.
* Mesh loop cuts number of cuts had wrong limits.
* Don't use mesh_get_derived_final in modifier stack, but
ob->derivedFinal instead. Avoids crashes on dependency loops,
and in case there is no loop it should have been created.
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- made sequence strip selection more like object mode - only de-select the active with Shift+RMB
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I changed the GLSL code for texture influences update.
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invalid overlaps
first update strips, then check overlap in a second loop
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a system crash and other issues on ATI/Apple, due to a buggy driver
(similar issues reported for other OpenGL applications). For now, work
around it by not using non-power-of-two textures on this combination.
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during transform
- invalid pointer was used for getting the sequencer length crashing blender or setting the length to negative values.
- printf_strip(seq) for debugging sequence strip locations
- Spelling: Cheet Sheet -> Cheat Sheet
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the thread was marked as ready while it had not started yet.
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is invalid if it cancels during build, so don't use it then.
Also fixes some use of unitialized variables in raytracing code.
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the wrong icon when enabled.
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Updating the sequencer after transform could not use special_aftertrans_update because it relies on data that is freed
theeth: moved the customFree function to run before freeing t->data, t->data2d in postTrans(), checked that customData is not needed.
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* Paste Flipped Pose in PoseMode should now work. The parameters weren't getting set before
* Added a notifier that gets sent when changing layers with scene lock on. For some reason, this doesn't seem to be sending the correct updates though.
* Made the tools region no longer overlap the 3D-View. The default .b.blend file still needs to be updated so that this gets reflected.
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This patch was one of the patches submitted by Wolfgang W. (bender) (the others have already been committed). In the patch, there was commented out code for counter-clockwise rotation of the text, but I've removed that.
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In this commit, I've also removed all of the panel tabbing code instead of merely commenting it out.
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Toggling one of the visibility toggles in the Graph Editor now flushes the new value up/down the hierarchy.
- when enabling a visibility toggle, all the 'higher' up and lower down channels get their visibility turned on
- when disabling a visibility toggle, only the ones lower down get their visibility turned off (since there might still be other channels at the same level which are still enabled.
This makes showing/hiding groups of F-Curves much easier, since previously you'd have to use multiple clicks to isolate particular F-Curves. For example, to isolate only X Location curves, previously, the workflow would have been to select all AKEY, hide all VKEY, then toggle the individual X Location curves in group, then make sure the groups and objects, etc. were also visible. Now, the steps of making sure that the parents were visible too has been eliminated.
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Also, fixed a few minor bugs with the animation-backend code for Graph Editor.
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Patch by Howard Brooks
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then invoke.
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object are now possible (+/- buttons next to the count list). This allows for example an array of duplicated objects "ob1, ob2, ob1, ob3" without duplicating the actual object (ob1 in the example) in the group.
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not being freed.
Brecht (or someone), can you check this?
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scons anyone?
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[#19596] Child particle in particle mode show for one redraw, then disappear
[#19598] Draw actual particles options draws in wrong location
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- when wrapping 2 mouse events were added.
- on release blender still had the last event (possibly outside the screen), where menus would fail to show. Add a mouse event by calling XWarpPointer with no movement when leaving grab.
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This operator was a port of the old ToSphere button that worked only around the cursor.
To Sphere transform (Alt-Shift-S) can already do it around cursor if pivot is set to that, can be used interactively and work on more data types, so this is unneeded.
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Actions on press is used everywhere in Blender, lets not make an exception here because there's something missing in the event system.
Bug report and potential solution is here, if anyone wants to have a go at it: http://projects.blender.org/tracker/index.php?func=detail&aid=19510
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snapping (LMB confirm, CTRL-key still held for snapping) and "ctrl-click" extrusion.
Made the confirm keymap for transforms use KM_RELEASE instead of KM_ANY (I didn't see any case where this failed yet?), and restored the "ctrl-click" as it was before r23903
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Missing check before using 'obedit' pointer for shape_itemf() (i.e. shapekey enum generator)
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*Should fix crash with collision objects
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view never changes and less likelyhood of loosing the cursor when running blender on 2+ screens. (assuming the 3d view isnt stretched over both)
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