popup appears, saving an extra click
I've separated out the "XXX"-'d event-adding-hack section from the
search-menu code into a separate API function (as recommended there).
This call is used to make sure that textboxes in popups can get
activated by default, to allow typing immediately.
the two files mikktspace.h and mikktspace.c. These are standalone files
which can be redistributed into any other application and regenerate the
same tangent spaces. The implementation is independent of the ordering
of faces and the vertex ordering of faces.
Very nasty UI code issue: since every button is re-defined on a
redraw, having UI redraws while using a button was not possible.
This was solved long ago by copying over data from previous button.
However, this fails when buttons have callbacks with its own (or
a parent button) pointer.
This bug reporter found crashes in draw-overlap UI mode, this
draws entire UI over for every menu redraws, making previous button
pointers invalid. (for triple buffer, the UI is not redrawn, only
the menus).
In general: all systems falling back to old swapbuffers would have
suffered some instability because of this.
Fix is that now the old button gets lifted out from the previous
list and inserted in the new list. Works fine, but needs some tests!
Also in this commit: TIFF endian switching not needed for 16 bits tiff.
brushes. They aren't using proxies, so deformation wouldn't be propagated
in sculpt_combine_proxies().
So, maye idea of getting rid of "extra" memory allocaiton/disposing was not
such cool due to it lead to such exception ways?
- rename rna collection structs Main prefix to BlendData: eg, MainObjects --> BlendDataObjects
- printing python collection now prints its type (when available)
- renamed shadowed vars in bpy_rna.c.
- when making functions static I also made debugging/test functions static, reverse and add definitions to headers instead.
left/right to current frame in dope sheet
This commit separates out this selection functionality out of the
click-selection operator into a separate operator, so that hotkeys and
menu entries can be assigned to it.
This is based on an idea+patch (#23738) submitted by Torsten Rupp
(rupp), though I've ultimately decided not to go with the suggested
implementation as I don't think this fits that well under the "column"
select operator.
Todo: Graph Editor support will be coming shortly...
Crash was caused by keeping active segment index even when this
segment had been deleted. Fixed this and also changed behaviour
of creating new CV for case nothing is selected: new segment with
BEZIER type would be created.
- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
Cicrcle and border selection doesn't add entry to EditSelection. Use cycle
through vertices rather than EditSelection stack to find two selected vertices.
No slowdown for case two vertices are selected (use this cycle to clear temporary
flag too), minor slowdown for unsupported selections.
The changes here were breaking old rigs, for example the right eyeball
in the Sintel rig (which uses the Mirror Modifier and its vertex-group
mirroring functionality)
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
* Particle duplis are now always created with render percentage if G.rendering is set.
* This is not yet a perfect solution (hair for example won't yet work correctly), but
it's good to have even partial functionality here until a proper way to handle this
is implemented.
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
==========================
Removed limitation of armatured-only objects for sculpting -- now all
deformation modifiers are allowed in sculpt mode. Use crazyspace corrections
like from transformation modules was used to support all deformation modifiers.
Internal change: all crazyspace-related functions were noved to crazyspace.c
P.S. Brush could make quite unexpected deformation for meshes which are
deformed in specified way. Got patch for this and discussing with Brecht
if it's really needed or maybe it could be done in better way.
deformed PBVH to the base mesh.
It's not real bottleneck, but crazyspace corrections looks nicer now.
Real bottleneck is normals re-calculation, which calls plenty of
fsqrt's. We could avoid this for some modifiers (which don't use
normals), but such checking would make code less controllable.