On Linux/Mac OS X, simply type "make cycles" inside the Blender source directory, to get a standalone build of the engine.
Reviewed by: Brecht
Differential Revision: https://developer.blender.org/D228
Allow loading of image sequences in addition to single images in the open image operator
I solved it by adding the possibility to load an image sequence in the Load Image Operator.
The image user is passed in the operator customdata now as well, best solution for now, but general handling of image user still a bit weak. The offset and length of the image sequence is now calculated in the image open operator by storing all found frames in a list and sorting this list.
Reviewed By: campbellbarton, brecht, lukastoenne
Differential Revision: https://developer.blender.org/D209
LSCM auto pinning where it picks two vertices on opposite sides of the outer
UV island boundary would in some cases give the same 3D coordinate, which
causes UV unwrap to give poor results.
This code has been broken for a few years and no one noticed, it's also less
useful now that we support PSD image loading ourselves which was the original
motivation to have this.
Vertex bevel was completely messed up after last change,
and this fixes.
'Weld' bevels, where there are exactly two beveled edges
meeting at a vertex, now look better in cases where one
of the beveled edges is on a flat plane.
It is possible that object in .blend file will have non-zero
recalc flags. Clear them on load in order to prevent possible
unneeded recalc after the load.
Differential Revision: https://developer.blender.org/D224
This is because of the animdata cleanup in rBd2e55cb. This works ok in
general, but causes issues with the localized node trees used for compo/
shader/texture previews. These localized trees share the same default
action as their original trees, and then remove fcurves when removing
muted nodes (which should affect the localized tree only).
node_free_node_ex now has an argument for disabling animdata cleanup,
which is also not necessary when freeing the whole node tree (because
animdata is freed in advance anyway). In addition to that it also checks
the NTREE_IS_LOCALIZED flag to prevent freeing of fcurves in the action.
- move cache reset into view2d and comment about the rationale for resetting cache there.
- missed other places where view2d zoom level can change (smoothview, borderzoom, home and file reload)
- comment about DPI wasn't correct.
Code is not equivalent in min/max part (SSE works with NaNs differently), this results in black dots with cardinal_curve hair.
This reverts commit b886c26d1f.
Issue is not noticeable with default font, but i18n one can use more than 500Mo of ram when cached in undreds of different sizes.
Campbell had already done most of the work in rBa780e7f3f09f and rB6b283f116829, just had to call BLF_cache_clear() in _exit funcs of VIEW2D_zoom & co operators.
Increase the maximum allowed amount of points in a spline from currently 32,767 (short) to 2,147,483,647 (int).
Change variables that get assigned the value from pntsu/pntsv to int type all over the codebase.
Change function parameters that previously passed the count as short to int type as well.
(because https://developer.blender.org/T38191)
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D212
During drag the H key can be used to toggle the hide flag of the selected nodes.
This makes it easier to 'attach' nodes to available links in narrow places.
Adds some padding to the left of the icon, adds more space around the separator
line and make it more visible, and add some spacing at the top and bottom of
the menu. Ref T37794
Reviewed By: dingto, billrey
Differential Revision: https://developer.blender.org/D223
It was an issue with early object update check which was
screwing up for second scene because of first one reset
ID recalc flags.
From the comment in the code about this:
We need to check all visible scenes, otherwise resetting
OB_ID changed flag will only work fine for first scene of
multiple visible and all the rest will skip update.
This could also lead to wrong behavior scene update handlers
because of missing ID datablock changed flags.
This is a bit of a bummer to allocate list here, but likely
it wouldn't become too much bad because it only happens when
objects were actually changed.
A logic error meant that the wrong "previous rotation" values were being used
when decomposing the rigidbody results back to transform channels. Instead of
using the previous values for the object in question, it was actually using
the rotation value of the previous object that was evaluated.