July 20, 2012, 20:01 (GMT) |
Attempting fix for strange issue with menus becoming unresponsive and flickering of floating panels. |
July 20, 2012, 18:06 (GMT) |
* Added colors to smoke simulations. You can select smoke color for flows and for smoke emitted from fire. * Added color support to smoke 3D-view preview. * Added color support to Blender Internal "Voxel Data" textures. To render smoke with colors also enable "Reflection Color" from texture settings. * Added options to disable heat, fire and colors from simulations. I'm going to make this automatic during next week, but until then you can use these settings for additional speedup if you don't need certain parts of simulation. * Fix: It wasn't possible to select "Domain Object" for smoke force field from same object. * Fix: Force fields affected smoke incorrectly when using adaptive domain. * Fix: Smoke initial velocity sometimes got messed up for first frame. * Fix: Smoke initial velocity was applied incorrectly in some cases. * Some code cleanup and refactoring. |
July 20, 2012, 17:54 (GMT) |
Reconfiguration on intern parameter for reduce spikes. |
July 20, 2012, 17:24 (GMT) |
Adding jni folder for Blender app. It contatins: All copy/loader functions. Most stuff is copied from previous main.c from aghosty-sdl aEvent.c and aEvent.h defines event queue and list of allowed events. Event queue don't have locks, but it is two threads safe (one read, one write) main.c implements native java functions. event* just put event into queue. |
July 20, 2012, 11:45 (GMT) |
Merge with trunk r49076 |
July 20, 2012, 06:34 (GMT) |
When libloading, don't attempt to compile shaders until during the scene merge. This prevents the shaders from getting compiled twice (giving a speedup), and it solves the problem of trying to load shaders in a separate thread, which resulted in an error. |
July 19, 2012, 20:46 (GMT) |
Updating Cmake to support Android App. App itself will follow. |
July 19, 2012, 20:19 (GMT) |
Updating Android Native Ghost, Now supports: * Mouse emulation * Position and left clicks * Closing Window |
July 18, 2012, 23:27 (GMT) |
Add a button to switch back to object mode. |
July 18, 2012, 22:43 (GMT) |
Better fix for last fix |
July 18, 2012, 22:43 (GMT) |
Fix silly crash on meshes without modifiers due to own commit |
July 18, 2012, 22:29 (GMT) |
Introduce an operator which switches to edit mode and activates a specific edit selection mode at the same time. This lets a designer create buttons that go to a specific edit selection mode when the user is in object mode. Use this operator to implement more functionality for the floating controls. |
July 18, 2012, 21:43 (GMT) |
* Cleanup of subsurf unwrap code Now take subsurf levels and type from the modifier stack (Now simple subdivision will work too). Subsurf unwrap won't work if there's no subsurf first or after mirror in the modifier stack. This is done to alleviate having to set subsurf levels in two places, usually user will want the tool to autodetect the setting from the stack. This sets the paradigm that will be followed by mirrored unwrap as well. |
July 18, 2012, 20:01 (GMT) |
UV transform correction ======================== * Fix crash when moving single vertices or vertices/faces not attached to faces. |
July 18, 2012, 20:00 (GMT) |
UV unwrap mirrored ===================== * Dummy GUI/RNA operator properties |
July 18, 2012, 18:53 (GMT) |
merge with trunk 49039 |
July 18, 2012, 10:36 (GMT) |
July 18, 2012, 10:25 (GMT) |
Apparently structs need to be declared 'extern "C"' in order to link correctly (in MSVC2008 at least). |
July 18, 2012, 03:56 (GMT) |
Fix for [#18146] "gap in texture stack with multi UV in GE with GLSL" reported by Hubert Niecko (szczuro). Places that would check texture slots now check all the slots, not just the first few. This makes the code more flexible at a slight (and probably negligible) performance hit. I'm committing this to Swiss instead of trunk because the fix works off of the multi-UV code present in Swiss. |
July 17, 2012, 21:59 (GMT) |
Created floating buttons for changing the edit selection mode, vert edge or face. These buttons work similar to the manipulator buttons in that pressing one shuts off the others, unless shift is down. |
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