Revision 9e81222 by Sergey Sharybin February 19, 2016, 09:18 (GMT) |
CMake: New dependency graph requires either Boost or C++11 |
Revision 1e58af0 by Campbell Barton February 19, 2016, 04:05 (GMT) |
Fix T47454: Line width display error Note, there are still cases where nurbs surfaces display double line width, but this isn't a regression from previous releases. |
Revision 3c4f971 by Brecht Van Lommel February 18, 2016, 23:49 (GMT) |
Workaround for T47213: branched path sampling issues with CUDA 7.5. |
Revision 1d15421 by Campbell Barton February 18, 2016, 23:19 (GMT) |
Fix T47477: Transform allows 'inf' input Numeric input wasn't checking numbers were finite, could crash transforming with skin modifier. |
Revision 60e53e0 by Campbell Barton February 18, 2016, 22:40 (GMT) |
Fix crash drawing fonts at size 1 |
Revision 2fbdf9a by Campbell Barton February 18, 2016, 22:22 (GMT) |
Fix frame node text ignoring blank lines |
Revision 411deae by Brecht Van Lommel February 18, 2016, 19:05 (GMT) |
Fix T47451: Blender internal not rendering meshes with zero vertices in the original mesh. |
Revision 0136046 by Brecht Van Lommel February 18, 2016, 19:05 (GMT) |
Fix T45343: incorrect Cycles baking of bump maps from selected to active. The differentials were incorrect, now they are properly transferred from the low to the high poly mesh. |
Revision 1a676d4 by Brecht Van Lommel February 18, 2016, 19:05 (GMT) |
Fix related to T45343: UV unwrap giving poor results for some n-gons. |
Revision da81227 by Sergey Sharybin February 18, 2016, 15:29 (GMT) |
Cycles: Fix wrong sample all direct/indirect settings on sm_50 and higher Seems to be some compiler fault which leads to a wrong flag being used, making it so wrong number of samples is used for the background. This should in theory fix issue reported in T47213. |
February 18, 2016, 11:05 (GMT) |
BGE: Allow access to original texture openGL Bind code/Id/Number This patch adds a python method to get openGL bind code of material's texture according to the texture slot. Example: import bge cont = bge.logic.getCurrentController() own = cont.owner bindId = own.meshes[0].materials[0].getTextureBindcode(0) Test file: http://www.pasteall.org/blend/40679 This can be used to play with texture in openGL, for example, remove mipmap on the texture or play with all wrapping or filtering options. And this can be used to learn openGL with Blender. Reviewers: TwisterGE, kupoman, moguri, panzergame Reviewed By: TwisterGE, kupoman, moguri, panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1804 |
Revision e24323e by Martijn Berger February 18, 2016, 09:53 (GMT) |
Actually only remove sqlite dll |
Revision dde810c by Martijn Berger February 18, 2016, 09:53 (GMT) |
Revert "Fix: T46526, Do not try to install sqlite3.dll anymore as we link it statically into pythons _sqlite" This reverts commit a8e6b633c9f54f0948a0b9a47534bc38ac95889f. |
Revision e1f624e by Campbell Barton February 18, 2016, 08:35 (GMT) |
Cleanup: add missing struct qualifier |
Revision a8e6b63 by Martijn Berger February 18, 2016, 07:19 (GMT) |
Fix: T46526, Do not try to install sqlite3.dll anymore as we link it statically into pythons _sqlite |
Revision a8fe3a1 by Lukas Stockner February 18, 2016, 00:23 (GMT) |
Fix T47461: Different results on CPU and GPU when using Branched Path Tracing The issue here was actually somewhere else - the attached scene from the report used a light falloff node in a sunlamp (aka distant light). However, since distant lamps set the ray length to FLT_MAX and the light falloff node squares this value, it overflows and produces a NaN weight, which propagates and leads to a NaN intensity, which is then clamped to zero and produces the black pixels. To fix that issue, the smoothing part of the light falloff is just ignored if the smoothing term isn't finite (which makes sense since the term should converge to 1 as the distance increases). The reason for the different results on CPUs and GPUs is not perfectly clear, but probably can be explained with different handling of Inf/NaN edge cases. Also, to notice issues like these faster in the future, kernel_asserts were added that evaluate as false as soon as a non-finite intensity is produced. |
Revision d40a24a by Brecht Van Lommel February 17, 2016, 21:46 (GMT) |
Fix crash on exit with Blender Internal baking and envmap render. |
Revision 0eb54bd by Campbell Barton February 17, 2016, 19:40 (GMT) |
Fix armature relationship lines missing w/ hi-dpi |
Revision 6668807 by Campbell Barton February 17, 2016, 18:46 (GMT) |
Fix line width for armature w/ custom bones |
Revision 578f98d by Campbell Barton February 17, 2016, 15:16 (GMT) |
Fix T47452: Translate-node seams w/ subpixel offset |
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