When using triangle primitives this fix enables 'closed tip'.
UVs and vertex colours are added when using triangle primitives for hair.
Two new preset modes have also been included to allow easy access to curves and triangle planes.
This modules does not depend on any blender-specific data
structures or algorithms and due to our policy better be
placed to intern/
Shall be no functional changes, tested CMake and SCons on
Linux, hopefully other platforms will work as well.
P.S. SVN history shall be preserved for the files.
Now the active monitor size is used on startup.
Currently the cursor position is checked for intersection with the monitor bounds to find the active screen.
This returns the desktop size, not just the size of the active monitor, useful since this constrains the mouse and we dont have to detect the active monitor (which isn't so straightforward with xlib).
carbon/cocoa are TODO, they still use getMainDisplayDimensions().
Issue was caused by cycles trying to find builtin images in a main
database and in case of preview render images are not in database,
they're just referenced by shader node tree.
Now builtin images in cycles have got void* pointer to store data
needed to load builtin images.
In case ob blender session, this pointer will store pointer from
PointerRNA for image datablock and used later to construct Image
class based on this pointer.
This also saves database lookup for final render which is nice :)
Reviewed by Brecht.
Addition of a RNA function to toggle between the hair settings and rebuild the cache. This enables the usage of the render step, child number and full display percentage with f12 rendering.
A scaling to the strand radius has also been added for the static bvh. This only matches up with dynamic for uniform scaling.
A very small fix is included for multiple uvs/vertex colours when using child particles.
Patch by Sergey, .blend by Thomas and some further tweaks by me.
Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
This didnt work well with making blender areas into windows.
Real fix: check such minimums based on what's in the window itself... or just
make scaling work flawless.
non-threadsafe usage of guarded allocator.
Also added small chunk of code to check consistency of begin/end
threaded malloc.
All this additional checks are commented and wouldn't affect on
builds, however found them helpful to troubleshoot issues so
decided to commit it to SVN.
Added export of multiple UV coordinates and vertex colour attributes.
A debugging option to export the strands without using the cache has also been removed.
Add operators to add/remove rigid body world and objects.
Add UI scripts.
The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.
Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
When you open a Blender window larger than a screen, Macs clip it to match the height,
but they allow the width to be more.
Problem is that this clipping happens after all window opening code. That causes
check for HiDPI mode to fail.
Now it checks it again on event GHOST_kEventWindowUpdate, which is only on startup.
This commit adds:
* A new bpy.app.translations module giving some info about locales/translation stuff (current active locale, all locales currently known by blender, all translation contexts currently defined, etc.).
* The ability for addons to feature translations, using the (un)register functions of above module.
* Also cleans up "translate py string when storing into RNA prop" by removing "PROP_TRANSLATE" string's subtype, and adding a PROP_STRING_PY_TRANSLATE flag instead (this way it is no more exposed to python...).
Addon translations work with py dictionaries: each addon features a dict {lang: {(context, message): translation, ...}, ...}, which is registered when the addon is enabled (and unregistered when disabled).
Then, when a key (context, message) is not found in regular mo catalog, a cache dict for current locale is built from all registered addon translations, and key is searched in it.
Note: currently addons writers have to do all the work by hand, will add something (probably extend "edit translation" addon) to automate messages extraction from addons soon(ish)! To get a look to expected behavior from addons, have a look at render_copy_settings/__init__.py and render_copy_settings/translations.py (rather stupid example currently, but...). Once we have a complete process, I'll also update relevant wiki pages.
Notices this while using continuous-grab, since this is disabled when the tablet is being used.
Quite often I would use the tablet then drag a button with the mouse but blender would still have the tablet enabled.
This error would cause other parts of blender to behave incorrectly too since wmEvents would have wmTabletData set, operators check for this in some cases.
The problem was blender didn't reliably get ProximityOut events, eg:
moving the cursor outside the window with the tablet, then back over the window with the mouse -
meant blender didn't get a 'ProximityOut' event and would keep the active stylus value set.
For now, when the processing events and the active stylus is set, run a check that the tablet is still in proximity.