Age | Commit message (Collapse) | Author |
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exception messages and minor style edits.
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some minor changes to exception messages.
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when toggling use antialising user preference. Also fix some other use of
uninitialized memory found by valgrind.
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Plus a few splits of very long lines…
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single_axis_angle_to_mat3(mat3, axis, angle), copied out from mathutils, axis arg is a char 'X/Y/Z' rather then a vector like axis_angle_to_mat3().
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Plus a few cuts in very long lines…
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- Use enum instead of back/front flags combinations.
- This flags behaves differently for 2d/3d curves so use different enums for them.
- This commit shouldn't change existing files.
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The only way to achieve this is to re-load editMesh.
After this commit you can't iterate through vertices and insert
hooks/parents from script anymore -- this operators are now
treated as topology-changing and shouldn't be used when iterating
via geometries.
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- define __BIG_ENDIAN__ or __LITTLE_ENDIAN__ with cmake & scons.
- ENDIAN_ORDER is now a define rather than a global short.
- replace checks like this with single ifdef: #if defined(__sgi) || defined (__sparc) || defined (__sparc__) || defined (__PPC__) || defined (__ppc__) || defined (__hppa__) || defined (__BIG_ENDIAN__)
- remove BKE_endian.h which isn't used
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at all.
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for no good reason.
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per-vertex and move args passed to do_weight_paint_vertex into WeightPaintInfo structure since there were far too many args to this function.
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- removed some unused functions.
- renamed vars to make more sense paint_vertex.c 'flags' --> 'lock_flags'
- some odd modifications were made in unrealted, commented code, copy these back from trunk.
- rename vertex_group_fix 'cp' property to 'accuracy'
- make style more consistant with trunk.
- remove 'Radish' comments.
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Added a tool-tip to the "fix deforms" op.
Removed code markers:
"Radish"
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complicated way (allow Shift+RMB)
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its functions trace back to that file from 2.4x. (imapaint_tri_weights for eg).
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should have had this header added.
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from Bill Currie (taniwha)
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it disabled.
also remove unneed class prefix on function name for itasc.
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- remove saniy checks from blf_font.c, the callers now check instead.
- move duplicate code into defines (may move into static functions).
- move kerning checks into const values set at the start of the function, rather then checking on every character.
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autoplay on (Blender, not blenderplayer)
Autoplay misses uninitialisation, I'm just fixing the reported crash, it still misses all other frees, but as the program exits, we don't care?
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They weren't & aren't meant to show ownership, they just help me navigate my related code.
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EM_backbuf_checkAndSelectVerts_obmode until we come up with a better name this one at least says its in object mode, also there is no such thing as a TVert.
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patch from Damir Prebeg with some edits.
Also made it so resizing the console view keeps the lower part of the text in view (could be annoying when you needed to scroll because of a resized view).
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Removed the drawSelectedVerts and added drawSelectedVertices, which uses dm->foreachMappedVert.
In calc_weightpaint_vert_color():
Made the weight paint color black and return instead of input=-1
Made the pose bone selection normal when multi-paint is inactive.
Name fix for functions using mv instead of mvert.
Used vector functions provided by the math lib.
Changed some MEM_callocN references to be stacks.
Changed dm_deform_clear to use ob->derivedDeform primarily
Made the variable "float **changes" into "float (*changes)[2]"
Used CTX_data_active_object() in place of CTX_data_pointer_get_type()
Added the invert selection hotkey "Ctrl+I" to weight paint's vertex mask.
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PNG data on every draw.
now pass the ImBuf when callign the image button so we could have different images in buttons later on.
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some socket flags for cycles to avoid conflicts.
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glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex);
... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well.
Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font.
Gives 8% overall FPS speedup when displaying heavy UI in my test.
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assigning the 4th component of a float[3].
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instead get all colors at the start and index them when drawing curves in editmode.
also remove redundant NULL check.
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