Blender Git Commits

Blender Git "apricot" branch commits.

September 4, 2008, 15:45 (GMT)
Apricot Branch
==============

Various changes from trunk that were somehow missed with merges, and
small code cleanups and fixes.

September 4, 2008, 00:32 (GMT)
September 4, 2008, 00:16 (GMT)
Apricot Branch:
* Fix for wrong bone parent transform with duplis (multiplayer).
* Fix for crash on export when the bone in a bone parent relation
does not exist anymore.

September 2, 2008, 06:36 (GMT)
September 1, 2008, 07:03 (GMT)
August 29, 2008, 14:13 (GMT)
Apricot Branch: bugfix, setting manual glsl shaders did not release
displaylists, resulted in missing texture coordinates sometimes.

August 29, 2008, 13:23 (GMT)
Apricot Branch: better support for multiple scenes with glsl,
now it keeps shaders and lamps per scene.

August 29, 2008, 06:36 (GMT)
August 29, 2008, 03:18 (GMT)
August 28, 2008, 23:12 (GMT)
svn merge -r 16287:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender still getting errors compiling blenderplayer
August 28, 2008, 11:26 (GMT)
Apricot Branch: didn't add these file in the last merge commit.

August 28, 2008, 11:22 (GMT)
August 27, 2008, 19:12 (GMT)
Apricot Branch: bugfix for crash in shadow buffer rendering
combined with the shadow option for texfaces.

August 27, 2008, 14:18 (GMT)
Apricot Branch: another fix for obcolor alpha - i can't seem
to get this right :).

August 27, 2008, 13:10 (GMT)
Apricot Branch: bugfix, broke bone parenting with yesterday's commit.

August 27, 2008, 11:56 (GMT)
Apricot Branch: still didn't get the glsl obcolor mixing right,
forgot why I did it the other way around before (because of alpha),
should work correct now.

Also, noticed I committed a bugfix before without knowing related
to creating material buckets with > 65k faces. The fix was provided
by Samuel Anjam, thanks!

August 27, 2008, 07:12 (GMT)
divide by zero for texture animation when start and end frames are the same
August 27, 2008, 03:41 (GMT)
August 26, 2008, 17:53 (GMT)
Apricot Branch: apply glsl object color before mist, makes more sense.

August 26, 2008, 17:38 (GMT)
Apricot Branch: fix for a change I made to avoid doing where_is_pose
too often, didn't work correct for multiple objects sharing the same
armature.

By: Miika HämäläinenLast update: Nov-07-2014 14:18 MiikaHweb | 2003-2021