Blender Git Commits

Blender Git "master" branch commits.

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March 21, 2015, 04:33 (GMT)
View3D: fix view-selected zoom logic

- Correct logic converting radius to view distance.
- Wasn't taking view-zoom into account converting lens to angle.
- Support framing the selection in the camera bounds (for camera locked views).

Add ED_view3d_radius_to_dist to handles these details.
March 21, 2015, 04:24 (GMT)
View3D: use defines for default zoom-levels
March 20, 2015, 19:26 (GMT)
Fix indentation in last commit, tab slipped in
March 20, 2015, 19:24 (GMT)
Really fix scons with new glsl shaders
March 20, 2015, 18:47 (GMT)
Fix scons build
March 20, 2015, 16:57 (GMT)
Partly fix T44025, pixelFormat retain was left, for 2.74 backport
March 20, 2015, 16:14 (GMT)
Cycles: Avoid memcpy of intersecting memory

Could happen when assignment happens to self during sorting.
March 20, 2015, 16:09 (GMT)
Correction to previous commit, initialization of needs_free got lost by accident
March 20, 2015, 16:02 (GMT)
Disable IME for headless builds
March 20, 2015, 15:35 (GMT)
Fix link error with GLEW
March 20, 2015, 15:25 (GMT)
Correct recent commit
March 20, 2015, 15:17 (GMT)
Fix for building win32 headless
March 20, 2015, 15:17 (GMT)
Remove unused armature code

ED_armature_deselect_all now simply de-selects
March 20, 2015, 14:56 (GMT)
Avoid per-draw allocation when drawing currently rendering tiles
March 20, 2015, 14:43 (GMT)
Only create vertex buffers if supported and clean them up properly.
March 20, 2015, 14:26 (GMT)
Fix high quality depth of field on the Mac.

Quite a few things wrong here:

* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
March 20, 2015, 12:51 (GMT)
Fix race condition and bad memory access highlighting render tiles

Is was possible that interface will be refreshed at thesame time
as render engine will start freeing render parts.

Not sure if we can get away without RW mutex here, seems we need
one way of synchronization or another..
March 20, 2015, 12:48 (GMT)
Fix/Improve FKey bone creation

- new bone is now made active
- previous selection cleared
- bone direction places the tip on the active bone (if available)
March 20, 2015, 11:39 (GMT)
Fix T43986: VSE Mask Modifier don't move with video-Clip.

Now mask animation is offset to start of strip, instead of staying at frame 1!

Warning: this may break existing files, in case some would be using (hacking around!)
current bad behavior...
March 20, 2015, 09:07 (GMT)
Cmake: Some more tweaks to building from branch without upstream
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021