Bastien Montagne
6fc51bf20e
Moved main part of bpy.app.translations doc out of C code, as suggested by Campell, thx.
2013-05-14 18:16:37 +00:00
Brecht Van Lommel
8ef3c42f80
Fix #35347 : constraints with vertex group targets were not using the vertex group
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weights, it assumed all weights were 1. This gave very different results with the
new bevel modifier due to slightly different vertex group interpolation.
2013-05-14 16:22:53 +00:00
Jürgen Herrmann
44dfc76154
CMake build system update
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- 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)
2013-05-14 16:16:25 +00:00
Bastien Montagne
761850f377
API doc for bpy.app.translations should look better now.
2013-05-14 15:33:59 +00:00
Lukas Toenne
e4921a9664
"Fix" for #35336 . Added a warning in the doc string for nodetree.nodes.new() 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.
2013-05-14 11:18:45 +00:00
Campbell Barton
bbea18f8c1
bridge tool: fix for error in recent commit. missed NULL check for example face.
2013-05-14 10:56:18 +00:00
Lukas Toenne
bcf91e5c91
Fix for #35349 , multiple viewers nodes crashing during render. The condition for activating viewer nodes was completely overridden during renders. Changed this so viewer nodes are active only if both of these are true:
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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)
2013-05-14 10:42:30 +00:00
Brecht Van Lommel
71d53203fa
Code cleanup: fix confusing line of code with useless ||.
2013-05-14 10:20:58 +00:00
Campbell Barton
cfbf9c324b
style cleanup
2013-05-14 06:58:35 +00:00
Campbell Barton
5888830acb
tweak to r56784, no functional change, utility function worked confusingly.
2013-05-14 06:10:26 +00:00
Campbell Barton
3b8b62ea4e
fix for problem where edge loop select would select too many vertices (extend selection too far),
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before & after: http://www.graphicall.org/ftp/ideasman42/edgeloop_select_fix.png
2013-05-14 04:55:21 +00:00
Campbell Barton
b31e03fdd1
refactor bmesh edge loop walker,
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was getting too complicated handing different cases at once, split out boundary case into its own branch.
2013-05-14 04:09:02 +00:00
Campbell Barton
c838b2d2a7
bmesh api: add 'is_boundary' attribute to verts.
2013-05-14 02:56:24 +00:00
Tamito Kajiyama
6ea2dec330
Added support for WITH_CXX_GUARDEDALLOC build option to the Freestyle module.
2013-05-13 22:58:27 +00:00
Tamito Kajiyama
1a91af691e
Fix for a memory leak during Freestyle stroke shading.
2013-05-13 22:50:12 +00:00
Antony Riakiotakis
3e0722328e
The usual fix for blenderplayer. I didn't have time to test scons but looks like the missing library on CMake is already present there.
2013-05-13 20:42:18 +00:00
Jürgen Herrmann
3d3a4e8eec
Patch [ #35234 ]:
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Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
2013-05-13 20:27:05 +00:00
Campbell Barton
92da9792fe
fix for strange behavior with loop select involving ngons,
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when selecting a loop with quads on one side an ngon on another - never select the outer boundary edge of the ngon.
2013-05-13 17:42:27 +00:00
Campbell Barton
f4bb0a7412
code cleanup: remove duplicate calls to 'BMW_current_state'
2013-05-13 16:35:28 +00:00
Sergey Sharybin
d4c6ac9a60
Cleanup and small improvements to libmv
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- 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.
2013-05-13 14:39:06 +00:00
Campbell Barton
b48deabf4e
new bevel: fix for crash in merge, could result in collapsing faces being invalid. rather then splice each edge, use weld_verts operator which handles removing degenerate geometry.
2013-05-13 14:31:45 +00:00
Brecht Van Lommel
0e2487742e
Fix sculpt getting slower as you paint a longer stroke. Partial redraw was
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redrawing the whole area that was painted on from the start of the stroke,
should only do the last part.
2013-05-13 14:17:58 +00:00
Brecht Van Lommel
10474c324d
Fix #35342 : multisample antialiasing makes tooltips look blurry.
2013-05-13 13:45:45 +00:00
Campbell Barton
281c1565b9
remove BLI_array use in bmesh mirror, add BMO_iter_as_arrayN() function.
2013-05-13 13:44:20 +00:00
Sergey Sharybin
682da3ac98
Apply scale on scene reconstruction when applying scale on camera
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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.
2013-05-13 13:37:05 +00:00
Brecht Van Lommel
2914d15241
Fix #35337 : sculpt performance regression, partial redraw was not working anymore
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due to paint cursor redraw problem.
2013-05-13 13:32:42 +00:00
Campbell Barton
51c615e1bc
new bridge tool: fix for cases with it would crash when existing faces matched the newly created ones.
2013-05-13 12:58:25 +00:00
Sergey Sharybin
fb6d696f6a
Added RNA access to mask spline's points.
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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
2013-05-13 12:24:35 +00:00
Campbell Barton
f03a165a35
fix [ #35308 ] Edge Split operator splits unselected edges
2013-05-13 12:09:21 +00:00
Sergey Sharybin
356d4c3085
Fix #35330 : Blur node crash due to size overflow
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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.
2013-05-13 11:52:04 +00:00
Campbell Barton
e40d403e43
fix for bridge flipping, loops pointing away from eachother (over 90d difference) would flip
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now check the loops are facing eachother, taking their relative positions into account.
2013-05-13 11:21:33 +00:00
Sergey Sharybin
8641baa958
C forbids having variables declarations in the middle of code block.
2013-05-13 11:20:32 +00:00
Brecht Van Lommel
21955ac8aa
Fix #35329 : action actuator crash with replacemesh, pointers got outdated.
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No need to cache this, creating it is quick.
2013-05-13 10:54:57 +00:00
Brecht Van Lommel
fa4ef0828e
Fix #35327 : compositing Z combine node was not giving the same result as previous
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versions when the Z values were the same, Also was inconsistent between full sample
on/off.
2013-05-13 10:40:42 +00:00
Bastien Montagne
314589dc54
No end point in UI messages...
2013-05-13 07:32:48 +00:00
Campbell Barton
6bd58ac967
fix [ #35335 ] Crash when rendering a text object with a remesh modifier and a material texture
2013-05-13 07:13:28 +00:00
Campbell Barton
2e478ca76d
change to drag-lock behavior, only use with outliner (this way layers can be changed all at once)
2013-05-13 06:51:13 +00:00
Campbell Barton
b0e2b63200
fix for toggle drag not working in popups (move layers for eg)
2013-05-13 06:23:50 +00:00
Campbell Barton
28ecc1ce20
fix for building with mingw
2013-05-13 05:40:51 +00:00
Mitchell Stokes
8576a275dc
BGE: Fix for [ #35320 ] "Crash When Adding Property without Setting Material" reported by Leon Cheung.
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Adding an extra NULL check to draw_mesh_text() to avoid accessing a NULL material array.
2013-05-13 05:37:45 +00:00
Mitchell Stokes
82612ae950
BGE: I had the assert in stubs.c backwards. However, it looks like the 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.
2013-05-13 04:08:16 +00:00
Mitchell Stokes
714f8a4af0
BGE: Adding an assert(true); to every function defined in stubs.c. This 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!
2013-05-13 02:59:13 +00:00
Mitchell Stokes
e5bbf2441a
BGE: Tweaking the linking order of the Blenderplayer (CMake) to avoid 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.
2013-05-13 02:49:18 +00:00
Campbell Barton
c961c56c64
add missing STACK_INIT, also quiet float <> double conversion warnings.
2013-05-13 02:10:59 +00:00
Campbell Barton
2107620593
fix [ #35326 ] Even edge slide on open edge crashes Blender
2013-05-13 02:01:35 +00:00
Sergey Sharybin
32faec1a53
Remplace bunch of annoying ifdefs in tracking.c with a libmv-capi_stub.cc
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Makes code in tracking.cc much easier to understand and modify,
without worring to breck compulation with Libmv disabled.
It is still possible compilation will break due to libmv-capi
changes, but that's not happening so much often.
2013-05-12 22:17:37 +00:00
Sergey Sharybin
33651da150
Fix for keyed marker search not happening correct in some cases
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Was an heuristic failure writen for cases when there's no keyframe
in desired direction. Shall all be fine now.
2013-05-12 21:57:57 +00:00
Sergey Sharybin
df74639002
Speedup for rendered viewport for blender internal
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Display code was a bottleneck here, so made it so render
result draw follows Image Draw settings.
2013-05-12 19:01:23 +00:00
Sergey Sharybin
87b308fc23
Fix for "no functional changes" commit
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Apparently eitehr merge conflict happened, or i had
too much depression in blood, but first camera was
just wrong after reconstruction.
2013-05-12 18:50:39 +00:00
Ton Roosendaal
1ea1f21b63
Viewport Render Internal:
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Animated characters were not rendering yet, the render code for it
caused a signal for re-draw and re-render, in eternal loop.
Solved by forcing viewport render to use the same derivedmesh data
as for 3d viewport drawing. Faster too.
2013-05-12 17:16:43 +00:00