It now takes (almost) the whole available width of the region. Icons on the right hand side are hidden during text input now, they can't be used then anyway. Using this space for the text input button makes more sense.
This commit begins implementation of the idea about hidden face
separation outlined in
http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-
We split hidden and visible faces to different parts of the triangle
buffer.
Mapped drawing will now skip iterating through hidden polys.
Of course the final target, when all derived mesh types use
VBO sorting, is to skip checking for hide flag per face
completely. All faces will be pre-sorted anyway and we'll
be able to draw them with one draw call.
Constraint on soft bodies are special and return 0 as constraint id.
So we have to check that the id is not 0 in function setParam, getParam, getAppliedImpulse and removeConstraint.
Loose edge count was double. It didn't fail on own
tests because they had a small number of loose edges,
but for bigger meshes it hit garbage indices at draw time
and crashed.
Also cleaned up the code to make it less verbose and easier to
understand how indices are counted.
Hope it's the last edge-related fix (fingers crossed)
This commit fixes issues with wrong socket type being added to the Cycles debug
pass compositor operation, which lead to crashes with non-value pass types.
This commit also reverts socket renaming thing because while it's was behaving
ok on runtime file reload might have loose the links which is annoying.
Currently only works correct with single float output, RGBA and vector are not
supported so if one need to use this passes he'll need to wait a bit still.
It is coming, don't worry.
Adds 3D-Tiling options to the sculpt tool. This is very similar to the
symmetry options in the sense that it replicates the strokes. For tiling
this replication happens with a linear offset to fill the whole object
along one or more axis.
This allows to create geometry that can be tiled seamless. One use case
is the creation of tileable textures by sculpting high resolution
geometry and then rendering it with an orthographic camera to create
maps for diffuse, normal, etc
Notes:
Patch by Tilman Blumhagen with minor changes (move tile flags to paint
symmetry flags).
After some feedback from artists, leaving tiling value to constant
offset, though I suspect that some method that uses the object
bounding box dynamically might be good to have too. It can
be added later though :)
Thanks a lot for the patch!
Patch: D1426
Also the refactor exposed an error where we requested too much
memory from the video memory in general for all mesh types.
Now we are back to normal :)
This is the same as D1427 / 89e5c75666
except for NlaStrip.fcurves instead of Action.fcurves. It makes finding
a specific fcurve in Python much easier, as you don't need a Python-side
loop any more.
Reviewers: aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D1430