Age | Commit message (Collapse) | Author |
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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now you can add an object, enable align to view, then align the view back to the object without flipping.
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for connecting verts.
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infact this worked by accident, but didn't crash.
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Removing old resize stuff.
Windows has resize lag, which creates black gap with openGL. Still looking to fix it.
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static function.
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Mesh editmode, active face was always drawing same stipple pattern color,
whether face is selected or not.
Now it uses selection color + stipple. Looks much more consistent.
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- Removed grid-snapping for area coordinates on scaling windows.
That caused the areas to shrink or expand, and eventually corrupt screen layouts.
- Added simple but efficient life resize for OSX. I need to know why this is so much
code for Windows... I suggest Windows to just copy same method; dispatch the queue,
and just let the event system draw.
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3D Viewport render (internal) didn't render bump maps (it was black even).
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on 64bit system reduces the struct to 64bytes, was 120, also avoids initializing unused values.
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check material textures exist before using in a pasted material.
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padding but bad practice)
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Needed special case for when beveled edge is
antiparallel to an adjacent edge.
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* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error.
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Made it more consistent with blender convensions
and now it's very familiar to curve's python api.
- Made it spline.points.add(count) wich is more
efficient in cases lots of points are adding.
(points.new was removed tho).
- Removed mask_layer.splines.add(), now it's only
mask_layer.splines.new(), which is how splines
are adding for curves.
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previuos "manual" menu. Pointed out by sebastian_k on IRC, thanks.
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Use the same window manager for freestyle bmain as
real bmain uses. This is needed because freestyle's
bmain could be used to tag scenes for update, which
implies call of ED_render_scene_update in some cases
and that function requires proper windoew manager
to present.
Alternative would be to make render scene update does
nothing if there's no window manager, but we wanted
freestyle to be applied in rendered viewport once and
think current change is what we'll need to support
freestyle in viewport.
But a bit further, perhaps that'd make sense to not
register ED_render_scene_update as a scene update
callback when in background mode?
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[#35448], also quiet float/double warning.
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use tiling, we need to sample the mask texture when determining the
pixel masking.
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Issue was caused by wrong array length used
for result of name_uiprefix_id, which shall
actually be 1 byte bugger than MAX_ID_NAME.
Reported by Sebastian Koenig in IRC.
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armature posing
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* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
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Mesh with very strange topology makes loop-select (ALT+select) crash.
Missing NULL check for do-while loop that can return NULL.
For Campbell: here's the file to check: http://www.pasteall.org/blend/21576
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Browsing screens via menu disabled screen editing (area divider drag) and made
popup menu hanging (select same editor for example).
Caused by bug fix #35434, commit gets rewinded, and report reopened.
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- Added MaskLayer.splines.new (which creates single spline
and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
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also added the underlying subdivision as a standalone operator in the edge menu, named: subdivide edge-ring.
http://www.graphicall.org/ftp/ideasman42/bridge_subd.png
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were no properly updating when rendering animations.
The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
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