Rotating UV coordinates with snapping was image aspect ratio 'corrected'
for non square images. Only snapping for translation should be affected
by the aspect ratio.
The bug reported here was already fixed some weeks ago, but there were
more issues. Modifier display in face select and paint modes was never
properly finished.
This fixes some small drawing update glitches, and only allows modifiers
that preserve a mapping to the original mesh to be applied. Otherwise
selection and painting isn't even possible.
A bug fix and an enhancement:
* fixed bug when adding or deleting faces from a mesh which has
vertexColors; mesh->mcol was not being updated
* changed edges.extend() and faces.extend() to accept integer vertex
indices in addition to MVerts; this should make scripts simpler and
in general make things run faster
front/back is selected), the UV coordinates for curves should also be
corrected.
This commit re-uses the same code as for Nurbs, to make sure UV coordinates
wrap around nicely.
BUT! I've noticed that Daniel's commit of august in this code actually
broke this UV correction... in his craze to cleanup old code, he missed
the actual functionality. Meaning that in 2.40 and 2.41, "UV orco" texture
coordinates wrap around ugly in Nurbs Surfaces, something that was fixed
in NaN days.
Got no time for tracker now... but I'm sure it's in there! :)
3773 - toolbox function name of 'select - non-triangles/quads'
changed to 'select - non-triangle/quad faces'
for clarity (user expected it to select verts and edges from the name)
counting, causing "Error Totblock" messages on exit due to memory not being
freed. Added a call to test_object_materials() after the new data is linked.
* Small CVS surgery, winblender_scons.rc renamed to winblender.rcscons on repository
and change also in this SConscript. In case it was not yet clear as why there is a second
resource file with the same icons: the SCons RES() function needs the paths to be able
to generate the proper resource object. Change suggested by Joseph Eagar to prevent
problems with the Makefiles.
Additions to BezTriple API: complete get/set access to all BezTriple settings
(knot and handles points, handle types, tilt/alfa, hide, weight and selection
status).
To be able to make good masks, it is important to separate the non moving
pixels from the moving ones. With fixes I did 2 weeks ago, a floating
point inaccuracy causes speed vectors to be not always zero perfectly...
and the masks to get badly shaped.
It was clearly visible on moving objects over a non-moving background.
Current commit includes minimal threshold to force speed to zero. Images
are nice and smooth again. :)
Bad:
http://www.blender.org/bf/vb1.jpg
Good again:
http://www.blender.org/bf/vb2.jpg
editor now screws up... smells like a bug in alignment code, will need
to be checked on.
(Campbell: you sure checked the buttons before committing this? ;)
with each having different scenes, changing screens didn't call the proper
set_scene() call, which left quite some stuff improperly initialized.
With depsgraph code even causes crashing.
a well supported feature for glDrawPixels(), especially on ATIs crashes
happen with it irregularly. (note; drawing float is a regular opengl 1.0
feature...).
Now all scanline/part updates in renderwindow is converted to 32 bits
before drawing, also the in the UV Image window only 32 bits RGBA is drawn.
What is still float: drawing the final image after render in renderwindow,
and drawing the Z or Alpha in renderwindow and UV image.
Of course we need to test this first. :) Will await reports...
This prevents eternal loops. It prints error message in console.
Note that the Shader nodes dont need this, since they're just executed in
presorted order. The compositing nodes use threading, with a call asking
for the next job... if this includes cyclic nodes, the 'next job' will
always return NULL.
now for OSX though... that's where we can verify if the irregular crashes
will stop (ATI issue, nvidia seems to be OK)
If ATI users for other platforms want to check; just extend the two
#ifdefs I added for frontbuffer drawing. Note; the syntax then becomes
#if defined(__APPLE__) || defined(_YOUR_PLATFORM_)
only in Face-Select mode. It then uses for rotate and scaling the face
center itself as reference.
Code uses a loop-in-loop to find the face that belongs to the vertex...
means it will be slow with operations on 10k or more faces. Acceptable
for now, will make it nicer later. :)
Added a new tool to the 'W-Key' popup menu in mesh editmode, 'Path Select'.
When exactly two vertices are selected, 'Path Select' will find the shortest
path of vertices between them. There are two methods for determining
the shortest path, one that finds the path with shortest physical
distance, and one that finds the path with shortest topological distance.
Examples:
Original Selection
http://www.umsl.edu/~gcbq44/pathselect.jpg
Path Select - Edge Length
http://www.umsl.edu/~gcbq44/pathselect-shortestphysical.jpg
Path Select - Topological
http://www.umsl.edu/~gcbq44/pathselect-topological.jpg
The tool uses a straightforward implementation of Dijsktra's algorithm
and may be a bit slow on extremely large meshes. As a speedup you can
hide the parts of the mesh that you are not working on and they will
not be searched.
- blur works again (this was a serious bug in gamwarp...)
- seperates all sequence effects into a seperate file with a clean interface
- thereby fixing some obscure segfaults
- seperates the scope views into a seperate file
- adds float support to all effects and scope views
- removes a bad level call to open_plugin_seq
- FFMPEG seeking improved a lot.
- FFMPEG compiles with debian sarge version cleanly
- Makes hdaudio seek and resample code really work
Spaces or to tabs.
Adds function void convert_tabs(struct SpaceText *st, int tab)
int tab is eather 0 or 1; 1 if converting to tabs
I was going to make this auto run when running a script but did not know what that would do to the GE or any thing else.