impossible. In this case matrix inversion failed and didn't give a useful result.
Now it falls back to a pseudoinverse in that case, so that moving along the
other axes still works.
There may be other places that can benefit from this, but this is a place where
it has no significant performance impact, doing this in general for e.g. bone
matrices could be quite slow.
On saving a first .blend after startup, the file would load back as if it was not
saved (showing no name in header).
The whole FILEFLAGS and G.relabase_valid and G.file_saved etc is messy.
This commit fixes issues, but only adds more mess :)
Will discuss a nicer implementation of all of this.
- Move to layer (and more popups) didn't scale yet
- User Prefs and render window now open on right location on Mac Retinas
- Brush sizes for painting now scale for Mac Retina
It was strange logic in code from 2010 which forced image aspect to be 1 for
viewer nodes and render results.
Not sure why it's needed, was only used for unwrapping aspect correction,
but render result/viewer images are already handled differently there.
http://projects.blender.org/tracker/index.php?func=detail&aid=29681&group_id=9&atid=127
The solver was mostly implemented by John Mansour at VPAC, with help from me and with funding from the AutoCRC. The SPH formulation is due to Gingold and Monaghan, and the smoothing kernel is due to Wendland.
This solver does not replace the old one; it is available as an option. Note that the new solver uses different units than the old one. The patch page has a couple of attachments that can be used to test the new solver, particularly sphclassical_dam_s0.01_grav.blend (ignore the earlier tests). The simulation in that file compares well with a physical experimental dam break; details in a paper by Changhong Hu and Makoto Sueyoshi, also referred to on that page.
Based on patch [#30837] UV Offset Modifier
by Pawel Kowal (pkowal)
- Allows you to setup a transformation between objects to apply to UV coords.
- Option to select which axis apply to U/V.
- Option to select the UV center (needed for transformations that scale or rotate).
- Uses from/to objects in a similar way to the Warp modifier.
- Vertex group can be used to adjust influence.
* Made SVG versions of the NLA solo (star) icons. These are much nicer than the hack 'n slash bitmap versions, but could still do with some polish. The svg is too heavy to do fine tweaks here.
* Ported over the mute/graph-visible icons
* Recreated Drivers icon
* Moved Blender icon from AD1/DA1 to AD16/DA16, as per the trunk icon sheet
Overlapping regions, when you both want them on the same side they should not overlap
each other! (Try F5 on a region to flip position).
Code for subdivision is in need for some cleanup - a branching recursion is needed.
This should make it easier to write user-config.py
Still not sure how to deal with OSL and LLVM in a nice way, they're currently
using some hacks which didn't support specifying this libraries as static.
Very occasionally Timer Events could still get handled, after stopping
a timer - especially with the timer event still in the queue.
This patch disables such events. Introduced a EVENT_NONE to make sure
it gets ignored everywhere.
level in the operator and use the modifier level and subdivision type
instead. Using subsurf only makes sense if the modifier is first so
print an warning and turn off if this is not the case.
(Error in 2.65 release too)
Mac OS X: on closing Blender, it 'flashed', which appeared to be a white window opening
and closing quickly. Caused by code trying to send focus to another opened window, and
accidentally focusing the closed one - causing it to reopen.
Upgraded version to 2.65.1, and check on this to map default region backgrounds
to have an alpha 0.5. This only worked until now for 2.64 savedi startups.
Issue was caused by calculateTransformCenter not giving any center point in cases
object is in painting mode, which lead to previous offset used for view rotation.
Since this previous offset is a static variable, it'll mean rotation will happen
around scene origin after re-starting blender.
Now made it so viewport rotation will use active object's center as an offset
when active object is in painting mode.
Should behave in more predictable way.