Revision add6384 by Campbell Barton March 4, 2014, 17:19 (GMT) |
Build system: use lstrip with scons |
Revision 2c4c4a5 by Campbell Barton March 4, 2014, 17:13 (GMT) |
Build system copy release/site-packages for windows |
Revision f53014d by Antonis Ryakiotakis March 4, 2014, 16:57 (GMT) |
Fix simplify brush not supporting autosmooth. There is no reason why this should be so and it's useful to quickly decimate and smooth at the same time. |
Revision e0857ad by Brecht Van Lommel March 4, 2014, 16:19 (GMT) |
Fix volume scatter render issue introduced by recent bugfix. |
Revision 1754c0d by Thomas Dinges March 4, 2014, 15:47 (GMT) |
Fix T38945, empty "System Bookmarks" and "Recent" panel were drawn in the File Browser, although these were disabled in User Preferences. |
Revision ef40e88 by Sergey Sharybin March 4, 2014, 14:37 (GMT) |
Fix compilation error windows |
Revision 37ef7f3 by Howard Trickey March 4, 2014, 14:31 (GMT) |
Fix T38936 Bevel strange flickering on big meshes. Last change to bevel had a check for what was supposed to be an "on edge" new vertex being off the edge. The test tolerance was too small. This fixes that. |
Revision 34c7fd1 by Sergey Sharybin March 4, 2014, 14:18 (GMT) |
Fix T38918: Boolean modifier crashes when using specific topology There were loads of issues in the code still which are mow likely fixed: - Hole resolver hook had memory leak -- it didn't free face with holes when triangulating it. - Original edge mapping didn't work correct. old code related on the fact that loop order is not changing when constructing the MeshSet class, but in fact it does change. Currently used edge map for this because it was easiest way to do it now, but after the release we're to change it. Main reason is that face mapping is not correct as well (and it was never correct actually). So we'll need to construct Mesh structures by our own to be sure we're using correct original index mapping. - Carve might produce faces with ears, which is forbidden in Blender. it wasn't an issue in old integration because triangulation will remove the ears. So for now simply added ears removing back as a hook. But actual reason of the ears is to be investigated really. This hook will only work for NGons, quads are assumed not be able to have ears. So this additional hook shouldn't slow down things much. - Carve's hole resolver produces duplicated faces in some cases. Still not sure what is the reason of this. Code here is not so much straightforward, this is to be investigated later. For now solved the issue as own hole resolver which checks for duplicated faces after the hole resolving. The additional checks here will only run if the mesh actually have hole and wouldn't introduce slowdown for faces which doesn't have holes. - Made it so if edge user triangulation gets a split (for example, in cases when this edge intersects with the second operand) it wouldn't be dissolved. This prevents cases of crappy topology after dissolving in several cases. - Edge dissolver didn't check for whether edge is a non-manifold. We couldn't really dissolve open manifold edges. The bad thing about this is that mesh triangulation might produce non-manifold edges and they wouldn't be dissolved. Not worst case in the world, but would be nice to have it solved somehow. - Exporting mesh form Carve to Blender might have produced duplicated edges in cases when several non-manifold faces shared the edge. This is also fixed now. - Mesh triangulation might have produced duplicated faces, which is really bad. Fixed by keeping a track on which faces we've created and skipping adding new triangle if we already have one. This all might introduce some slowdown, but we're too close to the release now, so would rather have it slower but robust. After the release we might look into ways to speed things up. |
Revision 58bd0e5 by Thomas Dinges March 4, 2014, 13:27 (GMT) |
Fix T38944, Fonts too small in Movie Clip Editor on Retina display. Thanks to Sergey for suggesting this fix. |
Revision c436c78 by Campbell Barton March 4, 2014, 13:22 (GMT) |
Build system support for numpy on ms-windows |
Revision 6ebbcbd by Antonis Ryakiotakis March 4, 2014, 12:37 (GMT) |
Fix F62828. UV stitch code did not handle non manifold edges very well. This made loops in linked lists of uvedges from duplicate members causing a hang. Now check all previous links before adding a new one. It is not much slower in practice because non-manifolds are not that frequent. |
Revision a315714 by Lukas Toenne March 4, 2014, 10:22 (GMT) |
Fix for regression noted in T38942: Blender Internal rendering can lead to wrong obmats of nested dupli objects. Restoring obmats after BI nested dupli object rendering has to happen in reverse order, so higher level omats are applied last. |
Revision dad9600 by Bastien Montagne March 4, 2014, 08:09 (GMT) |
Fix T38941: Laplacian Deform crashes on OSX When vgroup was invalid somehow (e.g. empty, as in this case) and bind could not happen, code was dereferencing a NULL pointer... |
Revision 13290d5 by Campbell Barton March 4, 2014, 01:42 (GMT) |
Scons: remove lcms reference |
Revision 46682d8 by Campbell Barton March 3, 2014, 17:22 (GMT) |
Revision 53b03ef by Brecht Van Lommel March 3, 2014, 15:34 (GMT) |
Fix T36496: unwanted behavior with NLA strip blend mode Replace. If you have two overlapping NLA strips it automatically blends between them. However it was also blending between the first strip and the rest pose (e.g. 0,0,0 for locations and 1,1,1 for scale). This is ok if the blend mode is Add or Multiply since then you are adding onto the rest pose, but for Replace you want to be able to mix between two poses and not take the rest pose into account at all. What this does is that to not do any blending for the first strip if it has blend mode Replace. If someone wants the old behavior (from bugfix commit 27d792fa9ca1) they can still make an action with the rest pose and use that as the first strip. |
Revision 1ae3108 by Campbell Barton March 3, 2014, 15:07 (GMT) |
Fix for bmesh triangulate creating duplicate edges |
Revision 6f80980 by Campbell Barton March 3, 2014, 14:53 (GMT) |
Debug function to check valid bmesh now detects duplicate edges |
Revision ef2815e by Thomas Dinges March 3, 2014, 09:37 (GMT) |
UI: "Option" panel in 'Particle Edit' mode was appearing in Tools and GP tab, now only show in Tools. Patch by Kévin Dietrich. Reviewed by: dingto Differential Revision: https://developer.blender.org/D378 |
Revision 0e47e29 by Campbell Barton March 3, 2014, 06:29 (GMT) |
UI: Splash text for 'a' releases and the upcoming 'Release Candidate' This avoids re-uploading splashes for minor version changes. Enabling now so any glitches can be found before we do the real rc. |
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