Age | Commit message (Collapse) | Author |
|
1. first pass only fast nodes are calculated and only to the active
viewer node
2. second pass all nodes to all outputs
Temp disabled highlights because of random crashes.
|
|
|
|
Forgot DNA needed stable names... :/ Correct spelling would involve keeping the old one for load code anyway, so better live with incorrect spelling here.
|
|
This creates a list of splines to be rasterized in nitExecution which
is being called from main thread. This should resolve possible threading
issues discovered in tomato branch.
|
|
|
|
normalise->normalize).
|
|
pieces of code using mis-spelled names).
|
|
|
|
|
|
there was no way to properly loop on a sequence of images that didnt start frame 1.
|
|
|
|
(From personal stash of bugs - since early 2.5 versions)
F-Curve colors get applied only on Graph Editor "refresh()". In some cases, undo
was reverting back to a state where the colors had not yet been set. In these
cases, there would be no refresh() after that undo (until expanding a channel or
some other similar action), resulting in "black F-Curves" appearing. So, now we
force such an update after undo to ensure that the curves never display black.
(Noticed while investigating another bug for Mango related to
CLIP_OT_constraint_to_fcurve not sending notifiers required when new F-Curves
are added)
|
|
* Elbeem exporter code now overrides user settings to No Slip in case the object is animated;
* UI of fluid obstacles now disables slip settings when export animated is enabled;
* Added in this later option's tooltip a mention that it enforces No Slip!
|
|
object panel when the blend file has naming collisions with library data.
also minor style cleanup in bpy_rna.c
|
|
This will have faster feedback to the user, as lensdistortion is mostly
a node that is located at the end of a composite
|
|
The ID of group nodes are not always filled.
|
|
layers, once referencing the other.
|
|
|
|
* Removed material driver creation hack. However, the textures one remains, as
texture eval isn't ready yet
* Shuffled some code
|
|
Until now, there was never any code for making drivers on materials get
recalculated when their dependencies were changed. However, since changing
material colors with drivers is something that is quite common, a workaround was
introduced to ensure that materials could still be driven (albeit with the
relevant drivers rooted at object level). This worked well enough so far with
traditional materials - though it was sometimes clunky and confusing for some
users - and would have been ok to tide us over until the depsgraph refactor.
The introduction of Cycles changed this, as it has in many other ways. Now that
people use Cycles to render, they'll need to drive the material colors through
the nested nodetree (and other things nested deeply within that). However, this
is much more difficult to generate hacks to create the relevant paths needed to
work around the problem.
== This Commit... ==
* Adds a recursive driver calculation step to the BKE_object_handle_update()
(which gets called whenever the depsgraph has finished tagging object datablocks
for updates), which goes through calculating the drivers attached to the object
(and the materials/nodetrees attached to that). This case gets handled everytime
the object is tagged as needing updates to its "data" (OB_RECALC_DATA)
* When building the depsgraph, every dependency that the drivers there have are
treated as if they were attached to object.data instead. This should trick the
depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the
expense perhaps of modifiers getting recalculated again.
== Todo ==
* The old workarounds noted are still in place (will be commented out in the
next commit). This fix renders at least the material case redundant, although
the textures case still needs a bit more work.
* Check on whether similar hacks can be done for other datablock combinations
* So far, only simple test cases have been tested. There is probably some
performance penalty for heavy setups still (due to need to traverse down all
parts of material/node hierarchy to find things that need updates). If there
really is a problem here, we could try introducing some tags to limit this
traversal (which get added at depsgraph build time). <--- USER TESTING
NEEDED!!!
|
|
Action
Custom color set colors were not getting copied over when creating new action
groups. Instead, a "default set" was initialised for use instead.
|
|
also rename BMO_OP_SLOT_PNT to BMO_OP_SLOT_PTR (matches RNA and sounds less like 'point')
|
|
fault)
|
|
the image user pointer directly for property buttons, unlike the compositor image node which redefines image user properties on the node itself to ensure proper updates.
|
|
|
|
|
|
Related on #31944: Blender crashes on switching to mesh edit mode
|
|
Issue was caused by linking to grease pencil from direct_link* function
which lead to NULL GP data because it's being read a way later.
Link to GP data in lib_link* instead.
|
|
subidived face
Skip applying subdivisions in cases when low resolution mesh is disabled
and baking happens from higher level to higher level/
|
|
|
|
|
|
* Using TRUE/FALSE instead of 1/0
* Checking to make sure GL_EXT_texture_compression_s3tc is supported
* Removing some debug error checking
|
|
|
|
* WITH_BF_COMPOSITOR option, to disable tile compositor compilation.
* Removed unused SCons file.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
wrapper,
argument parsing still needs to have support added for vector, matrix and element types.
|
|
|
|
keyword which confuses some IDE's.
also added missing BMO_op_vinitf args to comments.
|
|
This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
|
|
causes some confusion when they do nothing when accessed from the spacebar search menu.
|
|
very annoying when you spend time to enter in many values, escape, click-out-side still quits.
|
|
triangle meshes - really visual distraction and they are not used,
|
|
The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction.
For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
|
|
This option enables time profiling of background jobs, namely it's
measuring run time of the job and prints it to the console.
|
|
Enabled use_gridfill for edgesubdivide called by loopcut. This will break edgeslide in this specific case (intersecting faceloop), but imho makes more sense this way than the other. Very easy to revert anyway, and this should only affect this specific cornercase.
|