Revision 64ac461 by Jonathan Williamson November 14, 2014, 21:48 (GMT) |
Add Make Edge/Face to mesh Edit Mode toolbar. The Mesh Tools have quite few crucial tools that're missing from the toolbar. This is the main one. The tools that're here should also be reorganized a bit to introduce actual orgnization, as it's quite sporadic at the moment. Will do that later. |
Revision 5bcda29 by Bastien Montagne November 14, 2014, 18:52 (GMT) |
Replace tooltips of copy vgroups to ... operators. Those ops actually replace vgroups in destination, tooltips were really misleading. Issue raised by zanqdo (Daniel Salazar), thanks. |
Revision 04c3f6e by Campbell Barton November 14, 2014, 16:58 (GMT) |
View3d: border would jitter on panning |
Revision 89d2099 by Campbell Barton November 14, 2014, 15:52 (GMT) |
Sequencer: handles drew outside of small strips |
Revision 6e17fb8 by Bastien Montagne November 14, 2014, 15:42 (GMT) |
Fix T42593: Rigify crash when I press "Generate" - corrupted IDGroup's listbase of children Nothing related to rigify actually, recent hack in py handling of IDProp (rB3346ab03) was breaking integrity of IDGroup's listbase of children IDProps... Took me hours to nail this down, should have bisected for once. :/ |
Revision 5a893d0 by Antonis Ryakiotakis November 14, 2014, 14:05 (GMT) |
Add missing notifiers for slip operator |
Revision 22754cf by Campbell Barton November 14, 2014, 13:55 (GMT) |
skip scene_armature_depsgraph_workaround when theres no armatures |
Revision 8d5d6de by Antonis Ryakiotakis November 14, 2014, 13:06 (GMT) |
Reuse local view for UVs for previous commit, thanks to Campbell for the suggestion. Also minor compile fix after viewport patch |
Revision bed0995 by Sergey Sharybin November 14, 2014, 13:05 (GMT) |
Depsgraph: Workaround for missing pose update when changing visible layers That's like really a bummer, because currently animation data for armatures might want to use pose, and pose might be missing on the object. This happens when changing visible layers, which leads to situations when pose is missing or marked for recalc, animation will change it and then object update will restore the pose. This could be solved by the new dependency graph, but for until then we'll do an extra pass on the objects to ensure it's all fine. It's done in the scene_update_for_newframe() to solve possible issues with the render engines as well. This finally solves issues we had with Caminandes team, where Koro would be at the scene origin instead of being properly posed. |
Revision fcadf47 by Antonis Ryakiotakis November 14, 2014, 12:50 (GMT) |
Fix T42561 (semi feature request/comeback) UVs in image editor can get too crowded. UVs in the same layer can be used for many images. It used to be possible to filter UV faces based on the image, but this is impossible now due to the way the system works, so I added an option to allow filtering UVs based on active material index. Rationale on using option and not being smart here (options are bad tm) is that for some workflows, such as preserving image space by using the same image for many materials, people might want to turn this off. |
Revision 08974c2 by Campbell Barton November 14, 2014, 12:43 (GMT) |
Fix X11/GLX failing with multi-sample Caused by D643, in fact we need to get the visualInfo before creating the window. |
Revision 2c3a503 by Campbell Barton November 14, 2014, 11:19 (GMT) |
UI: Rename Addons -> Add-ons D812 by @thefallenweeble internally variable names & paths remain the same, this is for labels & tips only. |
Revision f9adf36 by Antonis Ryakiotakis November 14, 2014, 11:15 (GMT) |
Fix vertex colors being displayed wrong in GLSL in edit mode. Looks like swapping the colors is no longer needed. |
Revision 4b7fc26 by Antonis Ryakiotakis November 14, 2014, 11:08 (GMT) |
Don't assign wrong datalayers to gpuattribs in edit mode. layer index was being obtained for loop data types but we referenced Tessface data types NULLing those out since only the data offsets are used in edit mode and address sanitizer complains about freed memory access. Also minor comment in texpainting |
Revision 60ffc08 by Campbell Barton November 14, 2014, 10:53 (GMT) |
Cleanup: use BLI_hash_ prefix for md5 api |
Revision 14795ba by Campbell Barton November 14, 2014, 10:49 (GMT) |
Cleanup: headers |
Revision 64c0c13 by Bastien Montagne November 14, 2014, 10:00 (GMT) |
Add Murmur2A hashing feature to BLI Murmur2a is a very fast hashing function generation int32 hashes. It also features a very good distribution of generated hashes. However, it is not endianness-agnostic, meaning it will usually generate different hashes for a same key on big- and little-endian architectures. Consequently, **it shall not be used to generate persistent hashes** (never store them in .blend file e.g.). This implementation supports incremental hashing, and is a direct adaptation of reference implementation (in c++): https://smhasher.googlecode.com/svn-history/r130/trunk/MurmurHash2.cpp That cpp code was also used to generate reference values in gtests file. Reviewers: sergey, campbellbarton Reviewed By: campbellbarton Projects: #bf_blender Differential Revision: https://developer.blender.org/D892 |
Revision c8a9764 by Martijn Berger November 14, 2014, 09:49 (GMT) |
Cmake add installation of redistributables for msvc 2013 |
Revision d35d9e6 by Campbell Barton November 13, 2014, 23:55 (GMT) |
update dna exporter for API changes also print html name. |
Revision 4e4ef13 by Campbell Barton November 13, 2014, 23:19 (GMT) |
CMake: add 'full' to 'make help' |
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