Age | Commit message (Collapse) | Author |
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Force textured view in that case. Also correct a few uses of the GLSL
flag in the viewport. Should only be relevant for textured viewport.
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number of selected data since the offset, not the offset!
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The UV values includes the image width/height now. To restore the
previous method as close as possible (even though it is not documented
anywhere how this is supposed to work), we have to ignore this scaling.
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actions in the BGE
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Differential revision: https://developer.blender.org/D713
Author: campbellbarton (Campbell Barton)
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This ensures that the beams color does not darken along borders,
by using the last valid color of the ray as the border color (extending
colors in the direction of the source point).
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* Make clone UI a bit more descriptive
* Don't set images to image editors that have a pinned image.
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win32 BLI_path_abs expanded empty strings into "C:\\",
which made BLI_exists succeed (quite confusing).
Now match behavior on *nix.
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the source pixel.
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offset-corrected.
This is not needed when we tag normals as dirty, but in simple cases, if offset has some
rotation (or non-uniform scaling) component, vertex normals has to be corrected.
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apart from stencil(texture) and face masks.
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* Add unified color settings to brush menus.
* Add notifier on fill tool from drag and drop to refresh icons
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This space did not refresh on NC_OBJECT, ND_BONE_SELECT notifier...
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Not really sure what the issue here was initially (might have been a
driver problem) but looks like the issue is solved if we skip generating
a display list for clipped objects; Driver does not like a generated
list that is not drawn.
Now we try to clip the object always, not only when using display lists.
This means that display lists will only get generated if object is
actually visible.
Also used glPush/glPop for instance matrices since glLoad can cause
recalculation of inverses in the driver.
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A DAG_id_tag_update here is enough to fix the problem.
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systems and is good for loading times anyway.
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the command line
Stupid missing variables initialization.
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Fixed dead references of API identifiers (e.g., freestyle.types.Interface0D)
due to relocations of the identifiers into submodules. Also made various minor
revisions of mark-ups and typos.
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Incorrectly accessing the menu pointer, set it to NULL before doing the
tests.
We don't restore the menu pointer because it is invalid by the time the operator ends.
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only when deleting the last color.
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Issue, after a lot of blood sweat and tears, was found in
ui_but_update_from_old_block, where we restore a button to its old
values when possible. The problem here is that a1 and a2 are not really
meant to store temporary variables, because they tend to get overriden
and palette selection is one of those temporary states.
Instead, we now store the position of each button in the palette in a2
and pointer to the palette in the customdata pointer of each button and
use that to test if it's active. The positions won't change when
clicking so we are guaranteed that the old button won't override the new
one with garbage.
It's still hacky but it is better than testing button types when copying
old values.
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Use indicator color derived from color luminance for better contrast.
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* Remove some duplication in deletion code
* Fix crash when restoring file from last saved state.
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Avoid having an invalid active index if user deletes a color.
Also attempt to set active color on clicking (Not working yet but fix
coming soon)
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Freestyle sections of the API docs were empty due to Freestyle module reorganization
in commit rB6498b96ce7081db039354228213d72e8c70bd3aa.
Module __all__ property was added to submodules so as to properly exclude irrelevant
documentation elements such as mathutils.Vector.
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Extruding a subdivided edge would create flipped faces.
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also didn't preview or select correctly.
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This was disabled to fix T41349, however seems that if we don't pass
delegates for muted nodes everything work fine.
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Logic for load/reload was duplicated, Fix T28087 missed reload.
De-duplicate, also replace stat -> BLI_stat
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Only change the tip to stress that, in fact, cloth sim does not use inner thickness at all,
only outer one, through the Collision modifier, afaik.
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Was using first vertex for depth (which could be anywhere),
now use the view-pivot.
was also copying uninitialized vector into knife_find_closest_* return values (confused debugging).
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knife cursor depth could be projected behind the view with a wide angle lens.
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