Revision e0611ca by Campbell Barton 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. |
Revision e88cfc2 by Campbell Barton March 21, 2015, 04:24 (GMT) |
View3D: use defines for default zoom-levels |
Revision 997c0c8 by jens verwiebe March 20, 2015, 19:26 (GMT) |
Fix indentation in last commit, tab slipped in |
Revision ed61017 by jens verwiebe March 20, 2015, 19:24 (GMT) |
Really fix scons with new glsl shaders |
Revision d5abff5 by Antonis Ryakiotakis March 20, 2015, 18:47 (GMT) |
Fix scons build |
Revision 0582aa6 by jens verwiebe March 20, 2015, 16:57 (GMT) |
Partly fix T44025, pixelFormat retain was left, for 2.74 backport |
Revision 919a665 by Sergey Sharybin March 20, 2015, 16:14 (GMT) |
Cycles: Avoid memcpy of intersecting memory Could happen when assignment happens to self during sorting. |
Revision 8ff4c53 by Sergey Sharybin March 20, 2015, 16:09 (GMT) |
Correction to previous commit, initialization of needs_free got lost by accident |
Revision f91850d by Campbell Barton March 20, 2015, 16:02 (GMT) |
Disable IME for headless builds |
Revision b9dc4f8 by Antonis Ryakiotakis March 20, 2015, 15:35 (GMT) |
Fix link error with GLEW |
Revision 94a3924 by Campbell Barton March 20, 2015, 15:25 (GMT) |
Correct recent commit |
Revision 63ab5b0 by Campbell Barton March 20, 2015, 15:17 (GMT) |
Fix for building win32 headless |
Revision d12ab9a by Campbell Barton March 20, 2015, 15:17 (GMT) |
Remove unused armature code ED_armature_deselect_all now simply de-selects |
Revision 62b31a6 by Sergey Sharybin March 20, 2015, 14:56 (GMT) |
Avoid per-draw allocation when drawing currently rendering tiles |
Revision 339e43e by Antonis Ryakiotakis March 20, 2015, 14:43 (GMT) |
Only create vertex buffers if supported and clean them up properly. |
Revision 07b2508 by Antonis Ryakiotakis 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) |
Revision 3d6642d by Sergey Sharybin 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.. |
Revision c0be69f by Campbell Barton 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) |
Revision 6786ef6 by Bastien Montagne 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... |
Revision 03d9450 by Sergey Sharybin March 20, 2015, 09:07 (GMT) |
Cmake: Some more tweaks to building from branch without upstream |
|
|
|


Master Commits
MiikaHweb | 2003-2021