Age | Commit message (Collapse) | Author |
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also fix leak in RNA_enum_is_equal
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- use labels rather then menu items (items selected but did nothing)
- each report gets its own icon (icons besides first were ignored)
- use uiPupMenu rather then string based menu.
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added some missing flags into docs too.
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Removed Armature Sketch keymap, as the entries that were there
appear to have been moved to the Armature keymap.
Removed the Script keymap. The Script space is deprecated
and I could find no way that the keymap could be activated.
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times, then the last imported data set for this UV Layer wins.
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clicking and dragging down edits multiple number buttons at once. (patch D270)
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Bevel needs the vertex normals to be correct and they are not
normally recalculated after a previous modifier, like mirror.
Adding 'dependsOnNormals' -> returns true to modifier info
for Bevel fixes the problem.
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aligned
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Based on the patch from Sebastian Koenig, discussed with Jonathan Williamson
https://developer.blender.org/T38172
Also removed redundant modes from clip editor.
Reviewers: brecht, carter2422
Reviewed By: carter2422
CC: sebastian_k, carter2422
Differential Revision: https://developer.blender.org/D293
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Description:
--------------------------
Use loose edges marked as seams as sewing springs.
Usage:
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All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together.
Example Video:
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http://www.youtube.com/watch?v=-Y_bC0gjoM0
Original Patch by thesleepless (+ git patch by codemanx)
Thank you!
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Z, Index, normal, UV and vector passes are only affected by surfaces with alpha
transparency equal to or higher than this threshold. With value 0.0 the first
surface hit will always write to these passes, regardless of transparency. With
higher values surfaces that are mostly transparent can be skipped until an opaque
surface is encountered.
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This fixes the first case mentioned in the report. Has to do some ugly
DNA access to SpaceNode, unless we'd allow a bad level call there to do
it in ED_node ...
The second case has been fixed by @sergey in D274:
https://developer.blender.org/D274?vs=838&id=879#toc
So actually asan just did its job here, good to know!
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It should draw lamps entirely, this happened due to hack to hide object centers.
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overwrite each other
It was intended to work actually using particle cache's stack index
but this index might have been calculated incorrect in special case:
* With default cube scene, add particle system to the cube
* Add disk cache to the particle system
* Save file and reload it
* Add another particle system and enable disk cache
This would lead to two point caches with the same stack index of zero.
This happened because point cache indices list wasn't stored in the
.blend file so once you've reload your file blender doesn't know anything
about number or point caches used.
And what was even more confusing is that point cache indices list was
trying to be load from the file, but this failed because it wasn't in the
file.
This commit solves the root of the issue which is ability of producing
.blend file with two point caches using the same disk cache. This is
done by making it sure that point cache indices list is stored in the
.blend file. And also made it so disabling disk cache will tag it to
recalculate stack index.
Old broken files wouldn't magically start working, but fixing them is
rather simple manually by toggling Disk Cache option.
Reviewers: lukastoenne, brecht
CC: sergof
Differential Revision: https://developer.blender.org/D286
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Object
This in fact seems some kind of video driver limitation, because it worked fine
on windows but failed on linux here. The guess is that textures doesn't always
work on display lists, or we simply do have some wrong OGL context somewhere.
This is a workaround for until bigger viewport draw refactor is done (as Brecht
mentioned display lists are deprecated in new OGL anyway).
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of particles
Root of the issue goes to the order of particle initialization which does
texture evaluation (which does depend on particle coordinate) and particle
birth coordinate calculation. So basically what happened is:
* Changing number of particles re-allocated all the particles,
which sets their coordinate to (0,0,0)
* Texture evaluation used this non-initialized coordinate
* Coordinates were calculated for particles
Reshuffled code a bit so now texture evaluation happens after particles.
coordinate calculation. Basically moved texture evaluation to particle
reset function. Reset happens after initialization anyway and it does
know particle coordinates. Also, if reset is being called without init
then it's also kind of logical to re-evaluate texture because particle
coordinates might change.
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don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.
Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.
Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.
File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.
Reviewers: brecht, jbakker, mdewanchand
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D290
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unpinned panels.
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