Revision 8b43b9f by Campbell Barton March 28, 2014, 19:44 (GMT) |
Fix for mask vert add-slide dragging flipped direction |
Revision e9d733a by Bastien Montagne March 28, 2014, 14:15 (GMT) |
Fix T39484: Time line: highlighted area for frame range one frame too short. Just using same principle as the one already used for the 'cache bar': add -0.5/+0.5 offsets to start/end (also edited 'view all' op to match this). |
Revision 1af69b6 by Sergey Sharybin March 28, 2014, 11:54 (GMT) |
Implement asymmetric and free handles type for masks Summary: The title actually says it all, it's just possible to have independent free handles for mask splines. Also it's now possible to have aligned handles displayed as independent handles. Required changes in quite a few places, but they're rather straightforward. From user perspective there's one really visible change which is removed Handle Type menu from the panel. With asymmetric handles it's not clear which handle type to display there. So now the only way to change handle type is via V-key menu. Rewrote normal evaluation function to make it deal with new type of handles we support. Now it works in the following way: - Offset the original spline by maximal weight - Calculate vector between corresponding U positions on offset and original spline - Normalize this vector. Seems to be giving more adequate results and doesn't tend to self-intersect as much as old behavior used to, There're still some changes which needed to be done, but which are planned for further patch: - Support colors and handle size via themes. - Make handles color-coded, just the same as done for regular bezier splines in 3D viewport. Additional changes to make roto workflow even better: - Use circles to draw handles - Support AA for handles - Change click-create-drag to change curvature of the spline instead of adjusting point position. Reviewers: campbellbarton CC: sebastian_k, hype, cronk Differential Revision: https://developer.blender.org/D121 |
Revision 6e5e3b7 by Sergey Sharybin March 28, 2014, 11:14 (GMT) |
Fix T37599: Crash making linked objects local and undo Root of the issues comes to the fact that it's possible to produce a situation when library object data uses local object. This is actually forbidden and not supported by .blend IO. Made it so Make Local wouldn't produce such an unsupported states. Reviewers: brecht Differential Revision: https://developer.blender.org/D372 |
March 28, 2014, 10:44 (GMT) |
Bevel Factor Mapping Bevel Factor Mapping allows to control the relation between bevel factors (number between 0 and 1) and the rendered start and end point of a beveled spline. There are three options: "Resolution", "Segments", "Spline". "Resolution" option maps bevel factors as it was done < 2.71, "Spline" and "Segments" are new. * "Resolution�??: Map the bevel factor to the number of subdivisions of a spline (U resolution). * "Segments�??: Map the bevel factor to the length of a segment and to the number of subdivisions of a segment. * "Spline": Map the bevel factor to the length of a spline. Reviewers: yakca, sergey, campbellbarton CC: sanne Differential Revision: https://developer.blender.org/D294 |
Revision 3977b76 by Campbell Barton March 28, 2014, 10:38 (GMT) |
Fix T39288: Inset regression with extreme offset |
Revision 2a25676 by Campbell Barton March 28, 2014, 10:38 (GMT) |
Fix for inset bug (edge rail had feedback loop with direction) also disable edge-rail by default. |
Revision f88776b by Sergey Sharybin March 28, 2014, 09:22 (GMT) |
Fix T39410: Crashes when Saving HiRes .tif |
Revision 29888dc by Lukas Toenne March 28, 2014, 09:07 (GMT) |
Fix T39455: Nodes scaled wrong when some in a frame, some not. Transform operators for nodes were not taking parent nodes (frames) into account. Now use the nodeToView/nodeFromView functions to apply transforms in local node space. |
Revision f0106d2 by Sergey Sharybin March 28, 2014, 08:41 (GMT) |
Revision 6babbf5 by Sergey Sharybin March 28, 2014, 07:58 (GMT) |
Fix T39472: Changing Sequencer color space repeatedly changes movie strip's display gamma Issue was caused by the old color space settings being lurking around seq->anim after the changes in color space settings. |
Revision 93c896d by Mitchell Stokes March 28, 2014, 05:44 (GMT) |
BGE code cleanup: Removing an unused include in KX_Light.cpp |
Revision df9d673 by Mitchell Stokes March 28, 2014, 05:32 (GMT) |
BGE code cleanup: Removing OpenGL and bf_gpu code from KX_LightObject The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight implementation. |
Revision 3ec0c73 by Campbell Barton March 28, 2014, 04:57 (GMT) |
View3D: replace RV3D_VIEW_PERSPORTHO with RV3D_VIEW_USER This is hardly used, and may be removed later (looks like quad view used by accident). It could cause the 2d grid to draw with the view at an angle. |
Revision ac07046 by Campbell Barton March 28, 2014, 04:25 (GMT) |
BMesh: optimize quad_coord, avoid duplicate sqrt calls |
Revision 5981567 by Campbell Barton March 28, 2014, 04:02 (GMT) |
Code cleanup: use len_v2v2_int for view zoom-scale |
Revision 7199e22 by Campbell Barton March 28, 2014, 03:53 (GMT) |
Code cleanup: use sqrtf when input and output are float |
Revision e6e7438 by Campbell Barton March 28, 2014, 01:11 (GMT) |
RNA API: rename Sequence.elements.push() -> append() also for SpaceNodeEditorPath |
March 27, 2014, 22:26 (GMT) |
Fix for curve smooth ignoring cyclic |
Revision 7ff123c by Mitchell Stokes March 27, 2014, 20:51 (GMT) |
Fix T39452: Meshes without materials causes a memory leak in the game engine These types of meshes do not use material caching, and thus only the first created material would be saved, but subsequent ones were not. Those subsequent materials were then not being freed. Now we make sure to track all of the materials. Note: Meshes that cannot make use of material caching (no materials or using face textures) can still use up a large amount of RAM since a material is created per face. |
|
|
|


Master Commits
MiikaHweb | 2003-2021