Age | Commit message (Collapse) | Author |
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with
have all rotation axes disabled.
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"bone" instead of "curve"
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* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).
Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
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objects.
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sure I want to recommend anyone doing this, but the fix is simple.
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ED_view3d_project_short_global() with ED_view3d_project_int_object() in some places.
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Was caused by mixing up own C-API typedefs with OCIO's
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Dunno how a file with this situation arose, but we now perform some more sanity checking to abort in this sticky situation.
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- pose mode now checks if circle select intersects the bone if neither head/tail are reached (as with editmode)
- checking if the mouse intersects with the bone now checks that neither projection failed.
- use ED_view3d_project_int_object rather then the global version.
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modes, added macros PBONE_SELECTABLE, EBONE_SELECTABLE
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result was converted to an int after.
also optimization for particle editmode key_test_depth() was projecting the screen coords, but all callers had already done this, so pass an arg.
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rather than using (FLT_EPSILON * 80).
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global space checks on object space coordinates. this removes last use of ED_view3d_project_float_noclip().
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ED_view3d_project_float_global/object
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leak memory).
- vertex to screenspace projections were not checking for failure to project (vertex behind the view for eg).
- vertex screenspace 2d vectors were each malloc'd and added to own ghash, then fetched for each edge.
now just store a vertex aligned array and do index lookups.
- projections were done in global space, now do them in object space (avoids a matrix multiply).
- error cases were commented out and would fail silently, now report them to the operator.
- remove MAX_CUTS hard coded limit, dynamically allocate the mouse path.
- add missing free calls in error cases.
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ED_view3d_project_float_ex function calls and cleanup cursor3d set function which had some odd logic.
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Generated and UV coordinates from the duplicator of instance instead of the
object itself.
This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
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much faster for complex meshes. Patch by Joe Eager.
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The issue was caused by compositor was allocating float buffer for image and
then this buffer was filled with data converted from byte buffer.
If display happens at time between float was allocated and it was filled black
areas were appearing on the screen.
Made it so IMB_float_from_rect locks color management thread so display
transform wouldn't use uninitialized buffer anymore.
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disconnected.
Also fixed some cases where the menu was offset 1 or 2 pixels wrong, though not
quite all of them, still off by 1 pixel sometimes.
http://www.pasteall.org/pic/show.php?id=38478
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Also please define and use constants in BLF_translation.h rather than directly typing contexts' names, it's safer (typo would break at compile time, instead of generating more contexts!).
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mouse (grab tool)
The issue was caused by SEQ_BEGIN macro modifying sequence's depth
which ruined transformation routines. Used own DFS instead which
doesn't modify sequences.
Also corrected some typos in api and comments.
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tip->tooltip for custom properties
Tracked in [#31062] [2.6x] Context Ambiguity List & Discussion (keep updating)
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This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
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label and value (these strings are a nightmare to handle in RTL languages like arabic or persian, but a bit less of a nightmare this way ;) ).
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ocio configuration file failed to load
This solves issues with infinite NULL-checks to prevent crashes in
such situations. Currently only happens if there's no configuration
file at all, but could be tweaked further to fallback if this file
isn't usable by blender.
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commit.
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from selected objects and bones
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and remove redundant NULL check there. also small changes to ui_draw_but_HSVCIRCLE().
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circle.
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in pre-bmesh blender version, remove MODSTACK_DEBUG, was never used.
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to prevent null pointer dereference if the named color profile isn't found
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BKE_mesh_do_versions_convert_mfaces_to_mpolys
Discovered when were looking into crystal_cube.blend from our regression files
collection. Now it should look the same as in 2.62 release. 2.63 release wouldn't
work correct for this file because of wrong mtface->material conversion after
bmesh merge.
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Issue was happening when linking armature object and making proxy and was
caused by not copying visualization settings in BKE_pose_copy_data.
This lead to deadlocks in motion path drawing code.
After discussion with Campbell decided it is crucial fix since it fixes
bug appearing in really common scenario of using armatures.
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- Bump version to 2.64
- No version char for this cycle
- This is finally release stage!
Splash would be commited in some hours from now.
Thanks everyone!
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invalid memory access when freeing the blend file.
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this breaks and causes bug: [#32720], where sys.stdout becomes invalid and print() does nothing.
On investigation - python is not getting the environment variable from blender (aparently because its a DLL?) so this should be resolved rather then overwriting sys.stdout.
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