Age | Commit message (Collapse) | Author |
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Few things:
- reflect() takes arguments in this order: N, I, it was swapped
in the previous code for some reason.
- Normal and view vectors are to be normalized. For the view
vector we're now using shade_view() in order to deal with the
ortho camera. However, Cycles does not support ortho camera
for reflection, but this is easy to do in a separate commit.
- Reflection vector is to be in the world space. Kudos to
Antony Riakiotakis for figuring this out!
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The result of running connect wasn't deterministic when adjacent vertices selected.
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- ignore hidden faces & verts
- when cutting a pair, select edges co-linear to the cut.
Also support creating a buffer from hidden elem's even if BMO_FLAG_RESPECT_HIDE is enabled.
(if the hflag used includes BM_ELEM_HIDDEN).
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- invalid htype's into a slot
- duplicate htype's args to BMO_op_vinitf
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as keyboard ones!!!
Note: better solution would be to move those 'internal' events to the 0x5xxx area,
but need to talk with the team to be sure this won't break something first.
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Also made all event type values as hexadecimal (mixing decimal, hexa and char values
is a nice way to make mistakes)!
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- lamp
- camera
- font
- empty & effector
Also fix inconsistency with apply transform
(modified shape-keys for meshes but not curve/lattice)
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Issue here is that indices of edges will be incorrect when index of
vertices forming the edge is 3-0 or 2-0.
There are still issues here at uv edges where seam polygons intersect
each other but to solve that we need a better pass that detects uv edges
and pushes polygons along the "normal" of the edge instead of scaling
the polygon itself.
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Typo in material localization code.
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Based on patch by randon (Dun Liang), but no need to recompute lengths here, we already have the info.
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D561
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Fix T41144
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Do not try to access ID_OB data from an ID_MA one (or anything else)!
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Hide zoom settings that have no use in UI/shortcuts definitions.
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after the Edge Split Modifier added.
Dirty normals flag has to be passed to new dm...
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painting.
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This was a little difficult to track down, basically it was a missing
escape sequence that only manifested itself when GPU did not support
bicubic filtering.
Extra:
* Fix memory leaks when an error occurs in shader compilation
* Display full shader when a compilation error occurs. Makes it easier
to diagnose if problem is caused by a syntax or compatibility error.
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Color ramps with no handles caused issues.
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We had complete/cancel, but no matching init for rendering,
render_pre/post callbacks aren't always usable.
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Missed that part of the report somehow, thought it's all about world..
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Include explicit control for texturing:
This commit introduces a painting mode option, available in
the slots panel. The default value "Material" will create slots from the
blender material, same as just merged from the paint branch.
The new option "Image", will use an explicit image field that artists can use
to select the image to paint on. This will should allow painting regardless
of the renderer used or for use in modifiers.
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* Add ability to choose blend type and enable/disable toggle for each
slot for blender internal.
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The issue was caused by the changed defaults from the Cycles side.
Because of those properties being saved as an IDProp and not being
saved to the file, every change to the defaults would ruin someone's
day updating the values.
Added a bpy.app.handler.version_update which is run after the regular
do_versions() are done and could be sued by the scripts to apply
versioning code on their settings.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D761
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generation.
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The issue was caused by the world localization setting the ID_WORLD
type update tag. Now using a function which doesn't pollute the library
and which doesn't set update flags.
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tangent handles...
Added an extra option to `insert_bezt_fcurve()`, to allow full override of existing
keyframes when pasting (in this case, we do not want to inherit handles from existing
curve!).
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Also avoid looping over all objects for texture paint checks when a
material changes, only check active object.
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Not reported, I wonder why, this should be easy to reproduce. I guess
people really like their textures square ;)
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internal.
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(holding down shift key) by using the new dial functionality.
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initial position. The system supports arbitrarily big angles.
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