Revision 0078166 by Campbell Barton March 7, 2012, 15:55 (GMT) |
Unify string stepping delimiter code for text buttons, text editor and console (all had duplicate code). this is also a step toward the console working with utf8 though many todo's remain. |
Revision b41b190 by Campbell Barton March 7, 2012, 15:10 (GMT) |
style cleanup: picky edits |
Revision 9f74230 by Howard Trickey March 7, 2012, 14:44 (GMT) |
Knifetool uses direct cutting instead of scanfill: fixes bugs 29908, 28963, 30333. Knifetool accumulates a bunch of proposed cuts and when the user confirms, it makes them all. The old code did this by using scanfill to triangulate the cutting edges in their faces, and then merging triangles where possible. This sometimes ended up with strange lost faces, and also made it so that when holes were cut, the surrounding face ended up totally triangulated. But 29908 was an example of a lost face. This new code directly finds chains of cutting edges that go from one side of a face to the other and using BM_edge_split_n to make the cuts. Holes are handled by finding two good places where the hole can be connected to the containing face (using two because I think some other code in bmesh assumes that there are no edges that appear twice in a face). The old code is still there with #if SCANFILL_CUTS, so can easily revert if this proves to be a bad idea. Also, a small fix to previously added BM_split_n (forgot to copy face attributes to new face). |
Revision 41bdcc7 by Campbell Barton March 7, 2012, 13:35 (GMT) |
tweak text delimiters for button ctrl + left/right, ctrl+backspace/del now theres always a single step before skipping delimiters, this means the skipping actions always advance by more then 1 char (which matches the text editor). |
Revision cb45a5b by Brecht Van Lommel March 7, 2012, 13:01 (GMT) |
Cycles: option to specify camera aperture in radius or f/stop: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Depth_of_Field Patch by Ejner Fergo. |
Revision 925f213 by Nicholas Bishop March 7, 2012, 12:48 (GMT) |
Code cleanup: simplify the DerivedMesh.drawMappedFaces interface. This function pointer's 'setDrawOptions' parameter took a slightly different type than the other drawing callbacks. In particular, it could set a 'drawSmooth' value to indicate that smoothing should always be enabled, overriding the face flag. However, all callbacks either did not set this value, or set it unconditionally to 1. Replaced this by adding a new 'flag' parameter to drawFacesMapped, which can be set to DM_DRAW_ALWAYS_SMOOTH where appropriate. Also removed the 'useColors' parameter and replaced it with another flag value, DM_DRAW_USE_COLORS. Removed the 'wpaint__setSolidDrawOptions' callback, was only being used to set the shading to smooth. |
Revision 43711d8 by Lukas Toenne March 7, 2012, 12:30 (GMT) |
Simplified the ntreeUpdate function by getting rid of the dependency list and limiting resorting to cases where it is actually necessary (when nodes get added/removed or links change). Node updates should generally be local by design, i.e. changes should not depend on any of the other nodes in the same tree. The original purpose of the dependency sort was to allow some experimental nodes to update their socket types based on upstream connected nodes, but these have been removed long ago. If such features need to be implemented they should instead use the tree-wide update callback, which is called after all the local node updates are done. Removing the extra allocation and recursive function calls from most updates will ensure this function stays as fast as possible and can be called during node space context updates (snode_set_context), which are done very frequently (redraw). |
Revision e6c2f05 by Brecht Van Lommel March 7, 2012, 12:27 (GMT) |
Cycles: mask layers were still confusing, now they work more like in the original commit again and less like blender internal, see documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes |
Revision 9fba458 by Brecht Van Lommel March 7, 2012, 12:27 (GMT) |
Cycles: float texture support. Due to GPU limitations there are now 95 byte, and 5 float image textures. For CPU render this limit will be lifted later on with image cache support. Patch by Mike Farnsworth. Also changed color space option in image/environment texture node, to show options Color and Non-Color Data, instead of sRGB and Linear, this is more descriptive, and it was not really correct to equate Non-Color Data with Linear. |
Revision bdf731f by Michael Fox March 7, 2012, 07:32 (GMT) |
Patch [#30476] small 3 line patch to add the option 'NOT EQUAL TO' to the select faces by number of vertices operator "This patch adds "Not Equal To" to the list of options for selecting faces based on the number of vertices. While the equivalent can indeed be achieved by using "Equal To" and invert selection, having this option allows for a smoother work-flow when adjusting the number of vertices to be compared." |
Revision 46045fb by Campbell Barton March 7, 2012, 04:53 (GMT) |
style cleanup - braces & else / if's |
Revision 71e5ede by Nicholas Bishop March 7, 2012, 04:41 (GMT) |
Code cleanup: use typedefs for DerivedMesh drawing callbacks. There are still fairly bewildering set of callbacks being tossed around, but it's at least a little less verbose now. |
Revision b563870 by Campbell Barton March 7, 2012, 04:20 (GMT) |
use a better method if picking the rip vertex to use, rather then finding the edge closest to the mouse, find the face corner attached to the vert - thats closest to the mouse, this way ripping gives predictable outcome. |
Revision 0c7487d by Campbell Barton March 7, 2012, 03:58 (GMT) |
re: edge split with edges only connected to 2 faces (with no other faces around the verts) turns out old code also had the same bug (just coincidance it was noticed after my change) now boundry verts are tagged so edges connected to them are not seen is missing a tagged, adjacent edge. this fixes [#30471] |
Revision 4fe4cfd by Campbell Barton March 7, 2012, 03:46 (GMT) |
revert own commit r44684 it broke edges with one vertex on a boundry |
Revision 04beeea by Campbell Barton March 7, 2012, 02:46 (GMT) |
single vertex rip wasn't finishing with the best vertex selected. |
Revision 6eb6877 by Campbell Barton March 7, 2012, 01:14 (GMT) |
minor improvement to Rip tool side calculation, measure distance to the edge line segment rather then midpoint. |
Revision f11d7a4 by Campbell Barton March 7, 2012, 01:06 (GMT) |
fix for bug in ED_view3d_project_float that only effected the 'Rip' tool. when the source and destination vectors were the same pointer, the X value would get overwritten. now the rip tool uses the best side to grab as in trunk. |
Revision 400a029 by Campbell Barton March 7, 2012, 00:08 (GMT) |
- simplify rip code not to expand/contract selection. - disable BVH edge visibility test (ifdef'd out. dont think its really needed) |
Revision bf9de9d by Sergey Sharybin March 6, 2012, 21:54 (GMT) |
Fix #30436: Externally editing unsaved images fails |
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