Adding non-RGBA float buffers as texture crashes MipMap code.
Images with less than 4 channels not supported (yet). Not sure
if we ever should even... normals, Z, vectors, UV, Index, all
don't like downsampling.
In some cases objects might have rigid bodies but aren't in the rigid
body group, just add objects to the group then.
Also allow changing the rigid body type by using the add acive/passive
buttons. This avoids having to remove objects just to change type.
Remore group notifiers, they're already sent by add/remove group operators.
Add pointcache notifiers.
Fixes UI not being updated properly in some cases.
Tweak for new option for Relative Bone parenting
(which transforms child object based on rest pose, so you can change bones
in editmode to define pivot)
In the original commit it was made default, but that was too invisble for
users. Now it's an option in the Make Parent menu to choose. Communicates
a new feature better.
add a warning when python leaves the modified mesh without calling bmesh.update_edit_mesh()s.
this doesn't fix the crash but points to the likely cause.
Was a regression since Cycles preview implementation.
Texture preview would be fine now if Blender Internal render is used,
but seems it's not impossible to support textures preview if Cycles
is set as render engine.
Would check on this a bit further.
there were 2 bugs here.
- int buttons scaling values on input but not on display.
- pixel distances were using PROP_DISTANCE subtype - which isn't correct.
added assert incase PROP_INT values have PROP_DISTANCE subtype applied in future.
Caused by my assumption that alpha wasn't used for vertex colors.
Infact it is used by blender-internal rendering, but typically only for blending strand particles.
Updated comments to note this.
rotated close to 180 degrees and there were edges both below and above
the 180 degree threshhold. Separating and averaging the negative and
positive angles seems to solve the issue making the tool a bit more
robust ;)
I took time to add basics about our UI messages conventions in blender code style guide (http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#UI_Messages), so I’d like to stop wasting time over such stupid things. Especially when I alredy did it one day ago!
Used by image painting mode, so every brush step would mark area
if affected on, but actual color space conversion would happen
later when actually displaying image.
Implemented as a rcti stored in ImBuf which is getting merged with
partial rect passed to IMB_partial_display_buffer_update_delayed.
This makes painting as fast as it currently possible and finally
solves #33935: Texture painting slow down with mouse, but not with tablet
Bang! How we didn't notice this for so long -- seems scenes came from render
layer node were rendering as if color management disabled (byte image wouldn't
be linearized).
use action-mouse for weight-sample and weight-sample-group rather then left mouse.
Alt+Left-Mouse more or less worked by accident, changing these keymaps makes it so Ctrl+LMB can be used for selection instead.