Revision a34acd0 by Antonis Ryakiotakis April 18, 2013, 12:40 (GMT) |
Beware of SUBSURAFACES (sounds latin) |
Revision 85363c7 by Sergey Sharybin April 18, 2013, 12:25 (GMT) |
Enable numpy install for buildbot Numpy is compiled at build environment, but importing it from blender somehow fails. Will need help of Campbell for this. |
Revision 23d636e by Sergey Sharybin April 18, 2013, 12:11 (GMT) |
Fix for access freed scene when doing freestyle render It's more like an ownership thing, but it's not so much clear who actually is an owner of temporary scene, so for now just ensure Render does not have link to it after strokes are rendered. There're also suspicious thing related on why separate RE_free_database is needed for freestyle renders, but that's also another story. |
Revision 3bb53bb by Antonis Ryakiotakis April 18, 2013, 12:03 (GMT) |
Fix: view plane for sculpting did not work correctly for rotated objects. Reuse the object space view vector. Also, minor cleanup, reused cache values instead of requering. |
Revision 7669d3c by Ton Roosendaal April 18, 2013, 11:44 (GMT) |
Bug fix #35017 Blender Render: setting alpha to zero for ray-transp material with refraction did not render. Was optimized away. |
Revision 4f23bd8 by Lukas Toenne April 18, 2013, 11:36 (GMT) |
Fix for #35010, Node Groups don't show up anymore in Material Surface. Fixing the node tree view was a bit of a todo item after pynodes. To make the type-dependent socket linking in this template a bit more manageable, there are now separate functions that generate "items" for a particular node type consisting of the socket index, name and possibly additional properties required (currently only node groups vs. all other types). This is still nowhere near flexible enough to be used as a generic template all node systems, but works for now. In order to make this usable as a generic tool we will have to devise a way of storing, comparing, applying node settings *outside of actual node instances*. Then each node needs to tell how sockets are generated based on these properties. For the current nodes this would be far too complicated ... |
Revision 4587ecd by Bastien Montagne April 18, 2013, 11:09 (GMT) |
More i18n tools tweaks: * Remove difflib's quick_ratio() call, from quick tests looks it is four times slower than ratio(), and yet it gives the same results... * Moved code to find all po's in a dir into its own func (will be used by i18n addon tools too). |
Revision 3430068 by Sergey Sharybin April 18, 2013, 10:39 (GMT) |
Fix #34970: in glsl mode the vertex paint face mask is not visible Added face selection code to GLSL draw. We do this for Cycles already, shall behave expected now. Checked by Ton, thanks! |
Revision bde6a93 by Ton Roosendaal April 18, 2013, 10:22 (GMT) |
View2D could potentially divide stuff by zero, giving bad matrices. |
Revision dfa30f8 by Ton Roosendaal April 18, 2013, 10:10 (GMT) |
Bug fix #34943 With extreme narrow scaled editors, the slider/mask code in View3d could deliver zero sized or invalid window matrices. Needs confirmation from Sergey if it works :) |
Revision 5f61388 by Campbell Barton April 18, 2013, 09:12 (GMT) |
fix range for face distortion and display for concave ngons. |
Revision 4df0c46 by Sergey Sharybin April 18, 2013, 08:58 (GMT) |
Make freestyle use local Main for temporary objects This means main database is no longer pollutes with temporary scene and objects needed for freestyle render. Actually, there're few of separated temporary mains now. Ideally it's better to use single one, but it's not so much trivial to pass it to all classes. Not so big deal actually. Required some changes to blender kernel, to make it possible to add object to a given main, also to check on mesh materials for objects in given main. This is all straightforward changes. As an additional, solved issue with main database being infinitely polluted with text blocks created by create_lineset_handler function. This fixes: - #35003: Freestyle crashes if user expands objects in FRS1_Scene - #35012: ctrl+f12 rendering crashes when using Freestyle |
Revision 093f95a by Ton Roosendaal April 18, 2013, 08:51 (GMT) |
Bug fix #34868 Pulldown menus with long shortcut text labels got clipped badly occasionally. Made the offset follow DPI better. |
Revision 8a06acf by Campbell Barton April 18, 2013, 04:24 (GMT) |
add mesh distort display mode (highlights distorted faces) |
Revision e7895ab by Campbell Barton April 18, 2013, 02:01 (GMT) |
make bmbvh call BM_mesh_elem_index_ensure(), further calls to utility functions assert if the index values becomes dirty. |
Revision 3f7f07f by Campbell Barton April 18, 2013, 01:52 (GMT) |
style cleanup |
Revision 9cceec4 by Campbell Barton April 18, 2013, 01:20 (GMT) |
use modified vertex coords for calculating display thickness and intersections. internal improvement to editmesh_bvh.c - optionally pass cage-coords as an arg, rather then calculating the coords in BKE_bmbvh_new(), since all callers already have coords calculated. - de-duplicate coords creation function from knife and bmbvhm, move into own generic function: BKE_editmesh_vertexCos_get() |
Revision 2fefbf2 by Campbell Barton April 18, 2013, 00:24 (GMT) |
bmbvh was allocating an array for vert coords but not using it, removed. also use generic name for callback data. |
Revision 67034c3 by Campbell Barton April 18, 2013, 00:19 (GMT) |
fix for BMBVH_USE_CAGE option, knife tool with modifier was broken when modifier cage was used. |
Revision 4a7feaf by Campbell Barton April 17, 2013, 23:30 (GMT) |
Support object scale for mesh display options. (currently only uniform scale for thickness test) |
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