September 19, 2016, 00:41 (GMT) |
Various cleanups related to button locking * Rename uiBut.lockstr to disabled_info * Remove unreachable code * Replace duplicated check with assert * Replace overly ambitious check with assert * Add comments |
September 18, 2016, 23:49 (GMT) |
Cleanup: Completely replace/remove uiBut.lock Old leftover from pre 2.5 days. Now handled through UI_BUT_DISABLED button flag. |
September 18, 2016, 19:54 (GMT) |
Minor corrections for previous commit Was using wrong argument name in doxygen comment. Also reduced scope of vars. Sorry for the noise :/ |
September 18, 2016, 19:44 (GMT) |
BLI_listbase: Add/use utility to move link (BLI_listbase_link_move) We were calling BLI_remlink and then BLI_insertlinkbefore/after quite often. BLI_listbase_link_move simplifies code a bit and makes it easier to follow. It also returns if link position has changed which can be used to avoid unnecessary updates. Added it to a number of list reorder operators for now and made use of return value. Behavior shouldn't be changed. Also some minor cleanup. |
September 18, 2016, 18:54 (GMT) |
cleanup for quick liquid script |
September 18, 2016, 17:22 (GMT) |
Fix T49245: Adaptive Subdivision with Auto Smooth causes weird mesh appearance |
September 18, 2016, 17:08 (GMT) |
GPencil: Don't show error popup when strokes can't be reordered further Was spawning error popup each time user tried to move a stroke higher or lower than the list allowed. We don't do that anywhere else and it's not really useful info for the user. So rather not bother her. |
September 18, 2016, 16:44 (GMT) |
Cycles: Fix update of subdivision meshes when global dice rates change When subdivision settings were moved from meshes to objects this was missed, should work fine now. |
September 18, 2016, 16:44 (GMT) |
Cycles: Soft minimum for dice rates Use 0.5 as a soft minimum for dice rates to help from setting them too low. Lower values can still be set by typing in the value. |
September 18, 2016, 16:44 (GMT) |
Cycles: Adaptive isolation Idea here is to select the lowest isolation level that wont compromise quality. By using the lowest level we save memory and processing time. This will also help avoid precision issues that have been showing up from using the highest level (T49179, T49257). This is a pretty simple heuristic that gives ok results. There's more we could do here, such as filtering for vertices/edges adjacent geometric features that need isolation instead of checking them all, but the logic there could get a bit involved. There's potential for slight popping of edges during animation if the dice rate is low, but I don't think this should be a problem since low dice rates really shouldn't be used in animation anyways. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D2240 |
September 18, 2016, 15:25 (GMT) |
GPencil: Fix memory leak using stroke arrange OP |
September 18, 2016, 14:23 (GMT) |
boundary width != 0 needed for liquid obstacles |
September 18, 2016, 11:41 (GMT) |
refactored liquid inflow function |
September 18, 2016, 11:38 (GMT) |
Fix T49384: crash in tangent space calculation with NaN mesh vertices. |
September 17, 2016, 15:19 (GMT) |
[Windows/make.bat] Clean only after all parameters have been processed so the full path is known, and require a convenience target to be set. Also added a helpful error message if any of the required data is not available. |
September 17, 2016, 13:52 (GMT) |
OpenGL: draw_view_axis with new immediate mode Changed drawing to use smooth lines, and to fade away when axis points toward / away from screen. (transform manipulators do this already) Also fixed a nearby (but unrelated) missing immUnbindProgram. Part of T49043 |
September 17, 2016, 11:54 (GMT) |
OpenGL: streamline font rendering Ignore texture matrix in the shader, stop messing with texture matrix in BLF code. Use linear screen-space interpolation instead of perspective. Avoid redundant call to glMatrixMode. |
September 17, 2016, 11:33 (GMT) |
add GPU_SHADER_TEXT for font rendering With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details. I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options. |
September 17, 2016, 11:33 (GMT) |
OpenGL: simplify basic_shader_bind No need to enable/disable texturing with GLSL, just use textures in the fragment shader. |
September 17, 2016, 08:27 (GMT) |
Merge branch 'master' into asset-engine |
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Master Commits
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