Age | Commit message (Collapse) | Author |
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Was a waaaaayyyyy to much generic name for such a specific func, renamed
to much more descriptive BKE_libblock_relink_to_newid().
In near future (few weeks, to limit as much as possible silent mismatch
in branches), will rename BKE_libblock_relink_ex to BKE_libblock_relink,
this is the real generic data-block relinking func!
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BKE_libblock_relink_ex instead.
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When control object is used we need to known our own transformation as well.
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It is required to have world-space bone position, which consists of armature
object transform and local bone transform.
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//ui_item_enum_expand// function replaces all pie menu's sub-layouts with radial layout. It should replace only root layout.
To reproduce the issue paste the code in Blender's text editor and press Run Script button.
```
import bpy
class VIEW3D_PIE_template(bpy.types.Menu):
bl_label = "Select Mode"
def draw(self, context):
layout = self.layout.menu_pie()
layout.column().prop(
context.scene.render.image_settings, "color_mode", expand=True)
def register():
bpy.utils.register_class(VIEW3D_PIE_template)
def unregister():
bpy.utils.unregister_class(VIEW3D_PIE_template)
if __name__ == "__main__":
register()
bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")
```
Differential Revision: https://developer.blender.org/D2394 by @raa
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Was also affecting object linking.
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buffer.
Reading rest of the code, it's obvious we want to start à YOFF lines
from start of rect2i, so we have to also multiply by number of
components.
Also did some minor cleanup.
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Code was not accounting for possibilities that width or height of given
buffers may be smaller than XOFF/YOFF...
Note that I seriously doubt that drop code actually works (as in, gives
expected results) when applied to tiles like it seems to be done
currently, but this is much more complex (and involved) topic.
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Otherwise it's possible to cause infinite update loop in Cycles viewport.
Gets a bit messy logic, need to revisit this..
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Problem was setting prev/next faces for edges around
a vertex on valence-2 vertices.
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This kind of keeps threads "warmer" and should in theory give better
cache coherency bringing some %% of speedup. It was already tested
few months ago and it gave few % speedup in barber shop, but was
reverted due to some bone popping. The popping is now fixed so it
should be fine to use new scheduling policy.
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It'll be dependent on time via Time Source -> Rebuild RB World chain.
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There is always an uber eval node on the way. so we can avoid creating
some relations here in order to speed up both construction time and
evaluation.
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Something funny happened here, there were missing symbols from png
library to math functions.
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This sets forces to zero, when Nabla is zero and a grayscale texture is
used or texture mode is Gradient or Curl.
Nabla equal to zero was causing a zero division, and forces ended up
being set to `nan`.
Reviewed By: mont29
Differential Revision: http://developer.blender.org/D2393
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Own error when changing order,
moving experimental features last made some sense,
but causes them to be listed twice.
Reorder and comment to avoid it happening again.
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- Expand overly dense & confusing delta assignments.
- Replace bit shift with multiply.
Also link to 'clipped' version of this function
which may be useful to add later.
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These macros conflict and are no longer needed with C99 or C++ anyway.
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Mask primitive adding code was not initializing correctly id_type of
points' parents.
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`IMB_remakemipmap` may 'shrink' the mipmap list without actually freeing
anything, so we need to check all possible levels in `imb_freemipmapImBuf`
to avoid memory leaks, not only those currently used.
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In ccgDM and emDM, looptri array recalculation was being handled
directly by `*DM_getLoopTriArray` (`getLoopTriArray` callback), while
`*DM_recalcLoopTri` (`recalcLoopTri` callback) was doing nothing.
This results in the array not being recalculated when other functions
that depend on the array data called the recalc function.
This moves all the recalculation code to `*DM_recalcLoopTri` and makes
`*DM_getLoopTriArray` call that.
This commit also makes a minor change to the `getNumLoopTri` function,
so that it returns the correct number without having to recalculate the
looptri array.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2375
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the operator is run using wait_for_input=True)
This just brings it in line with the drawing operator
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Most of them are harmless implicit conversions (e.g. Alembic deals with
doubles for storing time information when Blender uses both ints and
floats/doubles) or class/struct mismatch on forward declarations.
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This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.
To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.
This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.
This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
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Crash is due by mismatching loops and faces counts between the Alembic
data and the Blender derivedmesh which does not appear so
straightforward to fix (the crash happens deep in the derivedmesh code).
So for now, try to detect if the topology has changed and if so, both
only read vertices (vertex colors and UVs won't be read, as tied to face
loops) and add a warning message in the modifier's UI to let the user
know.
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There are some changes in OIIO includes so now need to do some
things differently.
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The idea is simple: cache PD resolution from cache_point_density() RNA
function because that one is supposed to be called while database is
locked for original synchronization.
Ideally we would also pass array size to the sampling function, but
it turned out to be quite problematic because API only accepts int type
and passing size_t might cause some weird behavior.
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Seems to be a typo in recent commit e1e49fd.
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It wasn't all that clear why both pixel-sizes are needed.
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This is useful e.g. for search buttons to quickly clear the filter string. We might want to make this optional for python scripts.
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Currently harmless since the value is always set at its default (32).
Even so, it's confusing since its used with floats after.
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further crashes here
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now true/enabled by default
To bring the API more into line with the UI (and the general expected behaviour of
Blender when it comes to adding stuff), newly created layers and palettes will be
made the active ones by default. It's possible to override this behaviour still
(e.g. in cases where you're auto-generating a large number of them), but otherwise,
this change will help prevent errors like T50123.
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bpy segfaults
When there were no prior palettes, creating a new one didn't automatically make it active.
This caused problems when trying to rename the color, as the RNA code assumed that if there's
a color, it must come from the active palette.
This commit partially fixes the problem by ensuring that if there are no palettes, the first
one will always be made active.
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libraries
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