Blender Git Commits

Blender Git "master" branch commits.

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August 26, 2015, 01:27 (GMT)
Fix crash setting the screen when one is maximized
August 26, 2015, 00:15 (GMT)
Fix T45901: Smooth-view w/ bg-image glitch

It was possible to rotate the view while the view was already moving
causing background images to show when they shouldn't.
August 25, 2015, 23:53 (GMT)
Revert "Increase Smooth_View limit to 10.000"

This reverts commit 1ed1f2f3abd6cdb9134ca3f70c1d504c3fb66c50.

Waiting 10 seconds to change view isn't practical.
Further it expose issues where users can attempt to activate tools during view motion,
Some work, others give issues, this just isn't going to be properly supported.

View animation features are fine, but this isn't the purpose of the smooth-view option.
August 25, 2015, 19:12 (GMT)
Usual i18n messages fixes. Also had to update i18n scripts to new BLT module...
August 25, 2015, 17:36 (GMT)
FileBrowser: Fix broken 'extend' behavior of walk select mode.

Glitch when I merged new walk code in asset-experiments most likely...
Thanks to Dalai (dfelinto) who notified that on IRC.
August 25, 2015, 16:32 (GMT)
Fix T45904: Cycles bug after recent triangle intersect changes

Calculated cross product from wrong vectors by accident.
August 25, 2015, 16:31 (GMT)
Fix walk navigation: scene unit used even when unit not set
August 25, 2015, 16:12 (GMT)
Fix T45789: Materials with transparency not properly rendered in viewport in Material Render mode

This is a bit tricky one -- ideally viewport should detect whether alpha is used
in the shader tree and if so do separate viewport pass for that objects. But in
practice it's really tricky to detect whether alpha is affected by shader or not
without evaluating the tree for all possible input values. We also can't assume
that alpha might always be affected because it'll slow viewport drawing down.

For until some smart solution is found simply expose alpha blending mode used
by the viewport. It could be found below the Viewport Color settings.
Revision 79af9b1 by Joshua Leung
August 25, 2015, 14:30 (GMT)
Action Management Feature Request/Regression T45535

By popular request, restored the ability to shift-click on the X (unlink) button
to unlink the action (from the active action slot), clear the Fake User, and
also remove the NLA-stashed copy (only works for the current object/NLA stack though).
Revision 27bdc1a by Joshua Leung
August 25, 2015, 14:30 (GMT)
Preemptive fix for search-buffer size issues

Forgot to increase the size of the string buffer in b88d8916e44f998c4f0bc397b29b0d6ff0f011e9
While this wouldn't have caused problems in most cases (since most modifier names
are short), in the rare event that a long modifier name exists, the buffer may have
ended up being truncated prematurely, causing the wrong FCurves to get matched.
August 25, 2015, 13:34 (GMT)
OpenSubdiv: Fix/workaround shader compilation when going to GLSL mode
August 25, 2015, 13:32 (GMT)
Fix T45776: Rotate around selected fails in texture-paint mode w/ armature

Only rotate around the active pose bone when in weight-paint mode too.
August 25, 2015, 13:22 (GMT)
OpenSubdiv: Support multiple materials for GLSL view
August 25, 2015, 13:12 (GMT)
OpenSubdiv: Remove partitioned mesh interface

It's hopefully no longer needed, at least not needed for as long as
single ptex face corresponds to a single patch which should be always
correct for uniform subdivisions as far as i know.
August 25, 2015, 13:11 (GMT)
OpenSubdiv: Support for multiple materials in solid shading mode

Implementation is less optimal compared to non-opensubdiv drawing but
it is now as good as we can do it without affecting on how patches are
being created by OpenSubdiv.
August 25, 2015, 12:57 (GMT)
Fix T45853: Edge-slide UV-correct jitter
August 25, 2015, 11:42 (GMT)
BGE: added bge.logic.{get,set}AnimRecordFrame functions

By using getAnimRecordFrame(), game developers have access to the frame
number used by the "Record animation" feature. This enables them to
record additional information in Blender's F-Curves and ensuring perfect
synchronization with the information already recorded by Blender.

The setAnimRecordFrame() can be used to change the frame number at which
animations are recorded, for example to introduce delays the recording that
do not require delays in the actual game/simulation run.

The getter/setter functions in KX_KetsjiEngine are not directly named after
property they access (m_currentFrame). I found "current frame" to be too
vague for a public interface, hence chose a more descriptive name.

Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith

Reviewed By: panzergame, aligorith

Differential Revision: https://developer.blender.org/D1449
August 25, 2015, 11:24 (GMT)
Avoid include header from previous commit when building without OpenSubdiv
August 25, 2015, 11:23 (GMT)
OpenSubdiv: Make it more obvious that None compute type actually disables OpenSubdiv
August 25, 2015, 11:16 (GMT)
OpenSubdiv: Fill in some missing drawing callbacks of CCGDM
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021