Age | Commit message (Collapse) | Author |
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This matrix was used to store the space the object is in,
which then was accessed by snapping code. No reason to
keep it as a global variable (which isn't safe for threading,
unlikely it'll give issues now, but it's easy to avoid
issues early here).
Now made it so BKE_object_where_is_calc_ex will get an
optional parameter originmat and set this matrix in
solve_parent.
Original patch by self, minor changes by Campbell, thanks!
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emitter object rotation
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Internally it was only invoke callback set for an
operator template. This invoke was setting such
properties as mouse_x and mouse_y and was calling
an exec function.
This meant that t seemed to be really easy to
use node.select operator from by giving a mouse
positions, but in fact it wasn't possible (because
it requires exec callback)
This commit sets operator's template exec callback,
which makes it possible using node.select from
python.
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render-database initialization, running bake 3 times would crash.
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mousewheel value is now clamped too and raised the limit to 500.
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twice as much as was needed.
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pointed areas.
The cause of inconsistent edge connectivity in the view map (documented in the commit
log of revision 58006) was identified and fixed. The problem was that when a ViewEdge
was split at a cusp vertex (ViewMapBuilder::computeCusps()), the ViewVertex at one end
of a newly created ViewEdge in ViewMap::InsertViewVertex() was not properly updated to
take account of edge connectivity changes.
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interp_weights_poly_v2/3 functions used much too small an epsilon value, caused flickering.
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interpolating loop was copying face attributes including selection, checked all users of this function and its safe to remove the call (which is bad to begin with).
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Fixes bug #35927 (Vertex Bevel bug) but even edge
bevel didn't work on the example there. Problem
was with forming the proper ccw ordering of edges
around the bevel.
Also appears to fix bug #35582 (Bevel, weird results).
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should be copied. (mainly to be able to avoid copying selection/hidden state)
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buffers option, it requires specific tile sizes and if they don't match what
OpenEXR expects file saving can get stuck.
Now I've made support for his optional, with a bl_use_save_buffers property for
RenderEngine, set to False by default.
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armatures undo state now stores ID-properties.
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however its nice to support with bridge too since it can do subdivisions, handles customdata and fills in quads.
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being applied (because of added vertices),
now, instead of making hidden copies of faces, the faces are copied into a temp bmesh.
also remove a hash that was being created and not used (old code).
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nested loop. only need one, also avoid multiple layer lookups with mdisp calculation/smoothing
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scenes and
multiple render layer nodes. Also fixes issue with database free with vector blur
after recent thread safety changes.
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shrinking toolflags array.
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problems for shape keys at the moment, Ill check on that but no need to run in most cases.
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crashes Blender
Issue was caused by size influence affecting on object's matrix, which
is nice by it's own. But mball code was using ob->size to check whether
it's zero-sized object or not, but then was using ob->obmat to scale
the meta elements.
This lead to situation when zero-sized elements were trying to tessellate,
which is for sure a really bad idea.
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object not selected).
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to link the output of the RGBToYCC operation to the chroma matte input.
This mistake happens over and over, it's just not clear what the index arguments in these relink functions mean ... We really need to clean up that interface.
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- puff was interpolating hair that made longer strands cirl up.
- also fixed problem with puff-volume option, it was over-accumulating so unselected parts of the hair would have too much offset applied.
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draw mode. This happens because it uses node data structures in threads, now
it does same as preview render, which is to immediately stop the render thread
when e.g. deleting nodes.
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viewport.
Clipping start is negative when the viewport preview is used with the orthographic view,
while Freestyle assumes that imported mesh data are in the camera coordinate system
with the view point located at origin. The present solution is to adjust the clipping
start/end and introduce a Z-axis offset for mesh vertices so as to satisfy the assumption.
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location or size in the properties editor.
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There's one thing we didn't foresee from the beginning,
which is apparently TLS is only available in OSX starting
from version 10.7, and we still do support of 10.6.
After recent Brecht's changes about locked viewport
while initializing BI render this TLS is not needed
in trunk anymore. So reverting this chunk of base
iteration to use static variable. But leaving all the
other static variables warped into context still, it
should help a bit in the future refactor.
Real fix would be to have some kind of graph context
evaluation structure which would be passing to update
routines (which will solve threaded mballs update) and
making depsgraph responsible for getting a motherball.
But this is all for GSoC project.
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child object
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an image file, the image extend is set automatically when render starts but not
when the image was never loaded yet.
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display editmesh stats with deform modifiers.
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of objects in the scene.
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of the compositing job, which does not happen if just enabling backdrop after adding a viewer node. To fix this added the appropriate notifiers in a update callback for the show_backdrop property.
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values. (could give out of bounds writes)
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This time issue was caused by static variables used in
BKE_scene_base_iter_next function.
Change is not so much ultimate actually, but didn't
find more clear solution for now. So the changes are:
- Wrap almost all the static variables into own context-
like structure, which is owned by the callee function
and getting passed to the iteration function.
- Recursion detection wasn't possible with such approach,
so recursion detection still uses static in_next_object
variable, but which is now stored in thread local
storage (TLS, or thread variable if this names are more
clear for you).
This makes code thread-safe, but for sure final solution
shall be completely different. Ideally, dependency graph
shall be possible to answer on question "which object is
a motherball for this metaball". This will avoid iterating
via all the bases, objects and duplis just to get needed
motherball.
Further, metaball evaluation ideally will use the same
kind of depsgraph filtering, which will get result for
question like "which objects belongs to this group of
metaballs".
But this ideal things are to be solved in Joshua's and
mind GSoC projects.
Tested on linux (gcc and clang) and windows (msvc2008),
hopefully no compilation error will happen.
Thanks to Brecht for reviewing the change and getting
feedback for other possible ways we've dicussed!
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original patch by Antony Riakiotakis, made some edits to only check origindex when needed.
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existing group wasn't right.
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pairs, there was no way to change the options.
eventually I think the operator api should support this but for now return finished.
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