Revision d4c6ac9 by Sergey Sharybin May 13, 2013, 14:39 (GMT) |
Cleanup and small improvements to libmv - Added const modifiers where it makes sense and helps keep code safe. - Reshuffled argument to match <inputs>,<outputs> convention on parameters. - Pass values to ApplyRadialDistortionCameraIntrinsics by a constant reference. This will save lots of CPU ticks passing relatively heavy jet objects to this function when running bundle adjustment. |
Revision b48deab by Campbell Barton May 13, 2013, 14:31 (GMT) |
new bevel: fix for crash in merge, could result in collapsing faces being invalid. rather then splice each edge, use weld_verts operator which handles removing degenerate geometry. |
Revision 0e24877 by Brecht Van Lommel May 13, 2013, 14:17 (GMT) |
Fix sculpt getting slower as you paint a longer stroke. Partial redraw was redrawing the whole area that was painted on from the start of the stroke, should only do the last part. |
Revision 10474c3 by Brecht Van Lommel May 13, 2013, 13:45 (GMT) |
Fix #35342: multisample antialiasing makes tooltips look blurry. |
Revision 281c156 by Campbell Barton May 13, 2013, 13:44 (GMT) |
remove BLI_array use in bmesh mirror, add BMO_iter_as_arrayN() function. |
Revision 682da3a by Sergey Sharybin May 13, 2013, 13:37 (GMT) |
Apply scale on scene reconstruction when applying scale on camera This means when you've got reconstructed scene assigned to a 3d camera (via camera solver constraint) and applies scale on this camera from Ctrl-A menu, scale will be applied on the reconstructed scene and reset camera size to identity. This is very useful feature for scene orientation, when you'll just scale camera by S in the viewport to match bundles some points in the space, and then you'll easiy make camera have identity scale (which is needed for nice working moblur and other things mentioning by Sebastian :) without loosing scale of bundles themselves. Behavior of apply scale for cameras without clip assigned to them does not change at all. |
Revision 2914d15 by Brecht Van Lommel May 13, 2013, 13:32 (GMT) |
Fix #35337: sculpt performance regression, partial redraw was not working anymore due to paint cursor redraw problem. |
Revision 51c615e by Campbell Barton May 13, 2013, 12:58 (GMT) |
new bridge tool: fix for cases with it would crash when existing faces matched the newly created ones. |
Revision fb6d696 by Sergey Sharybin May 13, 2013, 12:24 (GMT) |
Added RNA access to mask spline's points. Straightforward patch, point tructure was already defined, was just matter of defining RNA collection property for mask spline. Available via: mask.layers[0].splines[0].points |
Revision f03a165 by Campbell Barton May 13, 2013, 12:09 (GMT) |
fix [#35308] Edge Split operator splits unselected edges |
Revision 356d4c3 by Sergey Sharybin May 13, 2013, 11:52 (GMT) |
Fix #35330: Blur node crash due to size overflow Issue was caused by too hight value used for size, which came from infinite Z-buffer point. Solved the crash by clamoing maximal gaussian table radius to 30K, which seems to be reasonable. |
Revision e40d403 by Campbell Barton May 13, 2013, 11:21 (GMT) |
fix for bridge flipping, loops pointing away from eachother (over 90d difference) would flip now check the loops are facing eachother, taking their relative positions into account. |
Revision 8641baa by Sergey Sharybin May 13, 2013, 11:20 (GMT) |
C forbids having variables declarations in the middle of code block. |
Revision 21955ac by Brecht Van Lommel May 13, 2013, 10:54 (GMT) |
Fix #35329: action actuator crash with replacemesh, pointers got outdated. No need to cache this, creating it is quick. |
Revision fa4ef08 by Brecht Van Lommel May 13, 2013, 10:40 (GMT) |
Fix #35327: compositing Z combine node was not giving the same result as previous versions when the Z values were the same, Also was inconsistent between full sample on/off. |
Revision 4e5541a by Sergey Sharybin May 13, 2013, 09:51 (GMT) |
Headers cleanup. |
Revision 916ab30 by Lukas Toenne May 13, 2013, 09:32 (GMT) |
Added an entry for Reroute node in the node categories. Reroute is not a "real" node, but for users it's a bit hard to find, so a menu entry is ok for now. Eventually a context menu for nodes could be a nicer solution: right-click on node link opening a popup with operators for the node, socket or link under cursor, including option "Insert Reroute". |
Revision 314589d by Bastien Montagne May 13, 2013, 07:32 (GMT) |
No end point in UI messages... |
Revision 6bd58ac by Campbell Barton May 13, 2013, 07:13 (GMT) |
fix [#35335] Crash when rendering a text object with a remesh modifier and a material texture |
Revision 2e478ca by Campbell Barton May 13, 2013, 06:51 (GMT) |
change to drag-lock behavior, only use with outliner (this way layers can be changed all at once) |
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