Revision 5a0e2b5 by Antonis Ryakiotakis January 27, 2013, 20:26 (GMT) |
Activate partial redraw of non-power of two textures. This looks like it's working as expected out of the box. I hope nothing breaks. |
Revision 156acd3 by Tamito Kajiyama January 27, 2013, 20:17 (GMT) |
Freestyle Python API improvements - part 1. * The API syntax of StrokeVertex and StrokeAttribute was updated by means of getter/setter properties instead of class methods. Python style modules (including the Parameter Editor implementation) were updated accordingly. * Code clean-up was done for a few Python style modules, mostly by removing duplicated definitions of stroke shaders and fixing indentation. |
Revision 0976a78 by Dalai Felinto January 27, 2013, 19:57 (GMT) |
BGE UI: removing "use_occlusion_culling" from the ui (and marking rna as deprecated) I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that the feature should be removed. In case someone was actually using it the rna is still available. But next release we remove both the rna, the DNA and the flag in the code. I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True) always perform better than when it's off. Even when no occluder objects are in the scene. |
Revision a2e5517 by Bastien Montagne January 27, 2013, 18:14 (GMT) |
Bunch of fixes for UI messages. Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!). Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value! |
Revision 2545e83 by Ton Roosendaal January 27, 2013, 17:20 (GMT) |
Pack UI: Oops! So there was an Unpack button, hidden in the Nkey properties of Image window. This was drawn next to greyed-out buttons, didn't notice it well. I also now found the unpack() menu in editors/util, and there's an Image unpack op. Also the RNA api has an unpack! Will remove the generic unpack op, and add a sound and vfont unpack instead. |
Revision 6cadd2b by Brecht Van Lommel January 27, 2013, 16:45 (GMT) |
Fix drivers and shape keys not handling subframes / frame mapping properly. Change Scene.frame_set so that it ensures subframe in range [0,1[ as Blender expects, otherwise some things like physics point cache lookups don't get evaluated properly. |
Revision 431619e by Thomas Dinges January 27, 2013, 15:12 (GMT) |
Revision 1a97efb by Ton Roosendaal January 27, 2013, 14:28 (GMT) |
Very old todo: Packed file UI - The "ID" buttons (for browse images, for example) now show a Pack icon, for packed Images. Using this button allows unpack. - Pack and unpack operations now give a Info report on what happened. - Not restored yet: option to set "AutoPack". |
Revision 39f8b95 by Bastien Montagne January 27, 2013, 14:08 (GMT) |
Fix for wrong layers UI with Cycles renderer. Thanks to IRIE Shinsuke for the report on ML! |
Revision f0339c6 by Campbell Barton January 27, 2013, 12:03 (GMT) |
remove redundant temp pointer assignment in AVI_write_frame. |
Revision 9d36fad by Campbell Barton January 27, 2013, 11:20 (GMT) |
make MEM_reallocN and MEM_recallocN behave as libc's realloc() - alloc when receiving a NULL value. |
Revision 236bc27 by Dalai Felinto January 27, 2013, 07:23 (GMT) |
Operators name "cleanup" The operator names all show up in the Search button. As such is nicer if they can all have the main words capitalized. e.g. "Snap strips" should be "Snap Strips" "Copy to clipboard" should be "Copy to Clipboard" This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :) + fix bge stereo eye separation tooltip |
Revision 4d81049 by Dalai Felinto January 26, 2013, 23:52 (GMT) |
BGE bugfix: Material initial object color working in the game The object color option in the materials always worked, however the initial color of the object was never passed to the game. We are now passing it only, only when the object's mesh has a material that has ((shade_flags & OB_COLOR)). There reason to not always set the object color is probably due to performance (the m_bUseObjectColor flag in KX_GameObject). This patch still respect that. Bug report from Mike Pan, as part of our book nitty-gritties review work. Bugfix during Vancouver Global Game Jam :) |
Revision 5569127 by Tamito Kajiyama January 26, 2013, 23:49 (GMT) |
Merged changes in the trunk up to revision 54110. Conflicts resolved: source/blender/blenfont/SConscript source/blender/blenkernel/intern/subsurf_ccg.c source/blender/makesdna/intern/makesdna.c source/blender/makesrna/intern/rna_scene.c |
Revision 9251d62 by Tamito Kajiyama January 26, 2013, 22:28 (GMT) |
Slightly generalized the crash fix in revision 54111. Also added a warning message to anticipate potential issues due to the implication of the problem addressed here. |
Revision 7ae0c93 by Tamito Kajiyama January 26, 2013, 18:53 (GMT) |
Fix for a crash in curvature calculation due to a WVertex with no associated edges. (TODO: identify the reason why such a strange WVertex is generated.) Problem report by Vicente Carro with a .blend for reproducing the issue. Thanks a lot! |
Revision c843833 by Sergej Reich January 26, 2013, 17:38 (GMT) |
Fix [#34005] blender will close immediately in debug mode on deleting objects Was silly mistake from rigidbody merge, base was used after it's been freed. Now don't free base in BKE_scene_base_remove() and rename it to BKE_scene_base_unlink(). |
Revision 7e49a39 by Nicholas Bishop January 26, 2013, 17:19 (GMT) |
Check for deletion before moving vert in dyntopo collapse edge Fixes [#33964] Dyntopo crash with edge collapse + undo projects.blender.org/tracker/?func=detail&aid=33964&group_id=9&atid=498 |
Revision 4245a10 by Sergej Reich January 26, 2013, 12:30 (GMT) |
Revert r54058, caused crash when adding paritcles in particle edit mode MEM_recallocN() doesn't allocate memory when used on a null pointer. Just revert commit since there is no real benefit to using MEM_recallocN() in this case. |
Revision 44060da by Joshua Leung January 26, 2013, 05:34 (GMT) |
Porting over hotkeys for adding rigidbody objects (from original branch) * Ctrl-R = Add Active * Ctrl-Shift-R = Add Passive * Ctrl-Alt-R = Remove |
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