June 8, 2016, 19:45 (GMT) |
Fix T48395: Grease Pencil, pressing Ekey to sculpt don't work for left click configurations When using Left Click select, it wasn't possible to sculpt using E+LMB. I've changed the order of things in the keymap so that the select operator won't end up catching and blocking all these events. |
June 8, 2016, 19:45 (GMT) |
Fix: "Whole Character" Keying Set should not include Location on bones with "connected" joint |
June 8, 2016, 19:45 (GMT) |
Cleanup: cmake, indentation, line length |
June 8, 2016, 19:45 (GMT) |
Fix issue in with multiple importance sampling in recent code refactor. |
June 8, 2016, 19:45 (GMT) |
Cleanup code style inconsistency in last commits. |
June 8, 2016, 19:45 (GMT) |
Fix GCC/Linux build error after finite/isfinite changes. |
June 8, 2016, 19:45 (GMT) |
C99/C++11: replace deprecated finite() by isfinite(). |
June 8, 2016, 19:45 (GMT) |
Fix C++11 build issues on OS X, remove references to outdated libs. |
June 8, 2016, 19:45 (GMT) |
Code refactor: use shader pointers rather than shader indexes. |
June 8, 2016, 19:45 (GMT) |
Code refactor: use dynamic shader node array lengths now that OSL supports them. |
June 8, 2016, 19:45 (GMT) |
Code refactor: add some array utility methods, fix leak in assignment operator. |
June 8, 2016, 19:45 (GMT) |
Bendy Bones: Small ui tweak Change the order of the bending controls ("Curve XY Offsets") so the user can activate both InX and OutX by holding down the left mouse button. This way, it's easy to bend symmetrically on X or Y. |
June 8, 2016, 19:45 (GMT) |
Fix T48434: Missing meta support in new depsgraph |
June 8, 2016, 19:45 (GMT) |
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza) |
June 8, 2016, 19:45 (GMT) |
Fix CUDA MEMCPY condition, it should only copy 3D, 2D or 1D. Found by Brecht, thanks! |
June 8, 2016, 19:45 (GMT) |
Cycles / Requested Features: Volume was missing in logging print. |
June 8, 2016, 19:45 (GMT) |
Usual i18n/UI messgaes fixes... |
June 8, 2016, 19:45 (GMT) |
Remove strict header, gives issues with gcc5x |
June 8, 2016, 19:45 (GMT) |
Cleanup: use const args |
June 8, 2016, 19:45 (GMT) |
CustomData: Support for >2gig layers |
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