Blender Git Commits

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October 22, 2015, 07:51 (GMT)
Some more checks & tests, found out were is the cullprit of the off-by-one alignements
of stitched-but-not-aligned buttons on top and left sides, due to correction applied in widget_roundbox_set().
October 22, 2015, 07:22 (GMT)
Huge cleanup, renaming and comments.

Also fixed a few (logical) issues in code.
October 21, 2015, 15:32 (GMT)
added very basic damage propagation scheme to compoundbased fracture (direct damage is too small, can be increased this way, but you mostly get single parts falling off only)
October 21, 2015, 15:30 (GMT)
Merge branch 'master' into UI-graphical-redesign

Conflicts:
source/blender/blenkernel/BKE_blender.h
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/interface/interface.c
source/blender/editors/interface/interface_handlers.c
source/blender/editors/interface/interface_intern.h
source/blender/editors/interface/resources.c
October 21, 2015, 15:24 (GMT)
Cleanup: removed unused test code.
October 21, 2015, 13:18 (GMT)
some fixes for compound method, but still not very well controllable
October 21, 2015, 11:00 (GMT)
Fix for multiplicity of internal socket mapping.

A Blender bNode input socket can represent multiple internal node inputs,
so mapping for links must use a set rather than a single socket.
October 21, 2015, 09:54 (GMT)
Merge branch 'master' into wiggly-widgets
October 21, 2015, 09:47 (GMT)
First input node: getting basic properties of the "effected" point.
October 21, 2015, 08:33 (GMT)
Complementary separate/combine nodes for vectors.
October 20, 2015, 20:36 (GMT)
BGE: fix call to GPU_offscreen_create after merge.
October 20, 2015, 20:03 (GMT)
Merge remote-tracking branch 'origin/master' into decklink
October 20, 2015, 19:32 (GMT)
Merge branch 'master' into temp_display_optimization
October 20, 2015, 19:31 (GMT)
new feature: attempt to accelerate simulation of many adjacent shards by compounds; todo... improve connectivity check
October 20, 2015, 15:59 (GMT)
Bunch of fixes and cleanup, also take into account non-alignable stuff (like separators),
they need to actually break alignment!

Tortured even more Dimensions panel of Scene buttons to have a really complex aligned layout.

Things work rather nice (much much nicer than with older code at least!), but there is still
a glitch in alignment in some cases, one pixel, though debug prints show it should be same value,
wonder, looks like some rouding stuff or so...
October 20, 2015, 13:04 (GMT)
Refactor of new 'align compute' code.

Much, much shorter now.
October 20, 2015, 13:04 (GMT)
Fix but align drawflags no more cleaned up, and early get-out in case no button uses 'align'.
October 20, 2015, 13:04 (GMT)
UI: fix/rework 'align' computing code.

Previoous code would simply epic fail in complex cases mixing horizontal and vertical layouts,
especially 'column-major' ones.

This ones tries to be more generic and robust.

Globally working rather good, but there are still several glitches compared to previous code.

Also, needs to be refactored to be less verbose.

Also, note that it's roughly 50% slower than previous code - but remains acceptable imho.
October 20, 2015, 12:24 (GMT)
Cleanup & comments from review.
October 20, 2015, 11:57 (GMT)
Added all the scalar math modes.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021