- Pinch/Magnify brush isn't available from vertex paint mode anymore.
- Switch default texture to Low Quality bump method
The same method is used for new textures and it makes possible to
view bump in 3D viewport with GLSL shading.
- Anisotropic filtering is set to 2x by default.
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
Looks like it was missed BMesh element index for faces in emDM_drawMappedFacesMat.
There was already call of BM_mesh_elem_index_ensure to ensure there's element
index for vertices, added flag to ensure there's also index for faces.
time, sorry), from delete to backspace. Delete did not work on buttons in nodes,
because it would delete the node itself or if we changed the priority interfere
with deleting nodes if the cursor was placed accidentally over a button in a node.
Patch by Damir Prebeg.
Split proxy build operator into three parts:
- Prepare context (IMB_anim_index_rebuild_context) which prepares all
needed data and stores it in an anonymous structure used by specific
builder lately.
- Build proxies/timecodes into temporary files (IMB_anim_index_rebuild)
This function will build all selected proxies/timecodes into a temporary
files so old proxies will be still available during building.
- Finish building proxies (IMB_anim_index_rebuild_finish) which copies
temporary files over old proxies filed and releases all resources used
by a context.
Context creation and finishing building happens in a main thread so
it's easy and safe to close all opened handles of proxies files and
refresh cache after rebuilding is finished.
This should finally fix#30315: Temporary proxy files are not erased and old proxys are not updated if the proxy is built more then once (windows)
when making a quad from 2 edges - it was comparing the edge lengths to avoid making a bowtie quad. but this doesnt work in all cases, now compare normals instead.
the problem was a triangle couldnt be made when there was a quad that used 3 of the verts.
* now check if overlapping face has same length as the one to be created.
* an unrelated fix - the output of a triangle was not being flagged by the bmesh_contextual_create operator.
When set to solid-shading, GPU_update_grid_buffers was calling
normal_quad_v3 to output into a mapped buffer, but normal_quad_v3
reads as well as writes.
This fix actually makes a huge performance difference with my drivers
(Gallium/Radeon).
For the preview-icon search menu (used for example in brush
selection), clip the text so that long names don't flow out into the
space between columns.