Age | Commit message (Collapse) | Author |
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where additions of a small offset (to prevent vertices from being at the same point)
were not properly done when vertices were shifted in the reverse order.
A problem report by Vicente Carro through personal communications, thanks a lot!
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handled.
A problem report by Vicente Carro through personal communications, many thanks!
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The previous implementation of Freestyle edge/face marks was refactored
based on suggestions from the latest code review by Campbell. The new
implementation relies on mesh CustomData to store edge/face marks, instead
of introducing extra flags in the core Mesh and BMesh data structures.
The CustomData-based implementation will allow further additions of new
edge/face attributes because of the independence from Mesh/BMesh.
This revision is work in progress, mainly intended to address the review
comments and ask for further code review in view of the trunk merger in
the upcoming 2.67 release.
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Resolved conflicts:
release/scripts/startup/bl_ui/space_view3d.py
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Instead of flagging the rigid body world for frame update just call
BKE_rigidbody_do_simulation() recursively for all scenes.
This avoids having to constantly check if the simulation needs to be
updated.
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The rigid body world could be rebuilt on start frame and one frame after
start frame. The latter was necessary sice animation playback usually
doesn't start at start frame.
This lead to different simulations depending on which frame the
simulaton was rebuilt when animation was involved.
Now we only rebuild the world on start frame.
This is actually tricky to do since, as mentioned above, animation
playback starts on second frame. To work around this we rebuild the
world before the actual update.
The alternative would be to rebuld the world on every simulation change
(like the other simulations do it) but this is an expensive operation
and would be too slow.
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only saving a NULL check per loop, causing most of the logic to be copied, ~130 lines.
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properly handled.
Based on review comment from Campbell.
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Based on review comment from Campbell.
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Based on review comment from Campbell.
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std::min() and std::max(), respectively. Based on review comment from Campbell.
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method
for releasing resources. Based on review comment from Campbell.
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Review comment from Campbell.
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Freestyle for Blender.
Review comment from Campbell.
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caused by the BGE keeping too much uv information. When setting up shaders the BGE assumes each UV layer is unique, but the converter would store duplicates.
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to export
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two bones
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Make it set the empty draw type for existing empty object.
change from yakca on IRC
also some whitespace cleanup.
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DNA headers when its not so obvious what their purpose is.
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changes
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
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Fix for 2.66a
Screencast could be started twice in a row, but it then also added two handlers
for drawing an overlay circle around mouse cursor. After ending the screencast,
this circle then kept being drawn.
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Added compatibility option "Straight Alpha Output" to image input node
When this option is enabled, image input node will convert float buffer
to straight alpha.
This is not what you'll usually want with new alpha pipeline, nit this
is needed to preserve compatibility with older files saved in 2.65.
In that version byte image are resulting with straight alpha passing
to the compositor and alpha-overing required extra premultiplication
of inputs.
So, that's why Straight Alpha Output is needed -- it's set in versioning
code for byte node images so they'll still output straight alpha.
This option is currently only available in N-panel.
Additional change: added Alpha Mode for image input node to N-panel.
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For 2.66a
Soft shadow was drawing a complete rect, but it should skip the top edge.
That allows transparent menus to still have a shadow too.
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- optional, select between name/keybinding.
- when key input can't be parsed, alert red to give the user some feedback.
- key shortcut parsing could be improved or swapped out for button which grabs shortcut.
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for buttons in the graph editor for eg.
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drag toggle fix.
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compositor code
* These operators have never been ported to 2.5x and therefore should not come up inside the UI. (as they are not working).
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Crash happened when sequence image failed to load.
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buttons don't fit properly.
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and use_expand properly. These are hardcoded to shift and ctrl to make them
work when clicking buttons or menus. Now it checks if the properties are set,
which is still not ideal but makes it possible to override them from the
key configuration.
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to my
bugfix for multidimensional arrays.
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that this code worked at all at some point.
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Now the RenderEngine.render callback allows writing blender data again, it
should not be allowed but in practice the API and render threading code is
too limited to make this work at the moment.
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Before alpha channel was simply ignored causing bad looking
straight colors which is pretty much useless.
Now saving RGB would alpha-over image on top of black color,
which makes final image look really nice. It's also very
such the same what other graphics software does this.
In the future we could easily support configurable backdrop
color, which would be really the same as other SW does it.
Also, it'll probably worth adding the same mode to RGB
display of image editor.
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This makes it easier and useful to investigate alpha channels,
without this straight colors are displayed on the screen which
are completely useless in case of player.
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Issue happened for scene. movie clip and mask strips, which contains
pointers to datablocks which are freeing on loading new file.
Also, scene strip would crash when pasted from clipboard after scene
was unlinked from file.
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Such kind of image sequences wouldn't be displayed still
and supporting them would take some additional time, but
for now it'll be no memory leak on attempt opening such
images.
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