Age | Commit message (Collapse) | Author |
|
and endpoint).
|
|
freeing 0 byte allocation).
|
|
|
|
* Removing KX_Scene::RemoveAnimatedObject() since KX_Scene::NewRemoveObject() is already handling this.
* Don't create a new BL_ActionManager when replicating an object. Just set m_actionManager to NULL and let KX_GameObject::GetActionManager() allocate a new BL_ActionManager when one is needed.
* Use KX_GameObject::GetScene() instead of KX_GetActiveScene() in KX_GameObject::GetActionManager() to make sure we're using the object's scene instead of one where Python might currently be running from. This could avoid potential issues with playing actions for objects in other scenes.
|
|
- StrokeAttribute thickness setter
- BezierCurve (used from within BezierCurveShader)
- Smoother (used from within SmoothingShader)
|
|
|
|
Install needed dlls for libjack.
|
|
Campell, thx.
|
|
group
weights, it assumed all weights were 1. This gave very different results with the
new bevel modifier due to slightly different vertex group interpolation.
|
|
- Extending CMakeLists.txt to support builds with VC2012.
- Fix some typo in CMakeLists.txt
- Introduces experimental WITH_AVX_CPU to build with /arch:AVX (VC11 only)
|
|
|
|
to point users at the recent API change from node.type enum identifiers to the generic node.bl_idname strings. Not really nice, but could prevent a few bug reports and make scripters' lifes easier.
|
|
|
|
for activating viewer nodes was completely overridden during renders. Changed this so viewer nodes are active only if both of these are true:
1) the node is tagged for recalc OR compo is in render mode
2) it is the currently active viewer (so only one viewer ever writes to the buffer)
|
|
|
|
|
|
|
|
(extend selection too far),
before & after: http://www.graphicall.org/ftp/ideasman42/edgeloop_select_fix.png
|
|
was getting too complicated handing different cases at once, split out boundary case into its own branch.
|
|
|
|
|
|
|
|
like the missing library on CMake is already present there.
|
|
Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
|
|
when selecting a loop with quads on one side an ngon on another - never select the outer boundary edge of the ngon.
|
|
|
|
- Added const modifiers where it makes sense and
helps keep code safe.
- Reshuffled argument to match <inputs>,<outputs>
convention on parameters.
- Pass values to ApplyRadialDistortionCameraIntrinsics
by a constant reference.
This will save lots of CPU ticks passing relatively
heavy jet objects to this function when running
bundle adjustment.
|
|
invalid. rather then splice each edge, use weld_verts operator which handles removing degenerate geometry.
|
|
redrawing the whole area that was painted on from the start of the stroke,
should only do the last part.
|
|
|
|
|
|
This means when you've got reconstructed scene assigned to a
3d camera (via camera solver constraint) and applies scale on
this camera from Ctrl-A menu, scale will be applied on the
reconstructed scene and reset camera size to identity.
This is very useful feature for scene orientation, when you'll
just scale camera by S in the viewport to match bundles
some points in the space, and then you'll easiy make camera
have identity scale (which is needed for nice working moblur
and other things mentioning by Sebastian :) without loosing
scale of bundles themselves.
Behavior of apply scale for cameras without clip assigned
to them does not change at all.
|
|
anymore
due to paint cursor redraw problem.
|
|
matched the newly created ones.
|
|
Straightforward patch, point tructure was already defined,
was just matter of defining RNA collection property for
mask spline.
Available via: mask.layers[0].splines[0].points
|
|
|
|
Issue was caused by too hight value used for size,
which came from infinite Z-buffer point.
Solved the crash by clamoing maximal gaussian table
radius to 30K, which seems to be reasonable.
|
|
difference) would flip
now check the loops are facing eachother, taking their relative positions into account.
|
|
|
|
No need to cache this, creating it is quick.
|
|
previous
versions when the Z values were the same, Also was inconsistent between full sample
on/off.
|
|
|
|
material texture
|
|
changed all at once)
|
|
|
|
|
|
reported by Leon Cheung.
Adding an extra NULL check to draw_mesh_text() to avoid accessing a NULL material array.
|
|
Blenderplayer ends up making a bad level call on startup. So, I've added a way to easily turn the asserts on and off (default to off) to allow people to still hunt down bad level calls without interfering with other people's debug builds.
|
|
should help in hunting down errors caused by code calling into stubs.c, which shouldn't happen while the Blenderplayer is running. Remember, stubs.c is just to help with linking, these calls should never be used!
|
|
needing to put BLI code in stubs.c. This fixes an infinite loop with the Edge Split modifier in the Blenderplayer. SCons still has to be tested.
|