Blender Git Commits

Blender Git "master" branch commits.

Page: 3350 / 5574

December 27, 2012, 01:02 (GMT)
fix [#33651] Spin tool destroys unselected loose vertex

bmesh.ops.extrude_face_region() didn't check for isolated verts (not connected to geometry), and removed them, happened for Ctrl+LMB extrude too.
December 26, 2012, 20:59 (GMT)
Fix part of #33662: cycles crash using displacement on meshes with vertices not
attached to any face.
December 26, 2012, 20:38 (GMT)
Fix: after multires baking, gpu textures were not getting invalidated
for images and viewport was not getting refreshed with new baked
textures. Now made sure this happens. The image list is copied to the
job custom data so that the custom data cleanup function can properly
delete them (if gpu image texture deletion does not happen on main
thread, image bindcodes will remain intact for original images)
December 26, 2012, 17:36 (GMT)
Bugfix #33667

Mesh had invalid face indices (number too high).
On Separate in Edit Mode it crashed.

Two fixes:

- The Material properties viewer just showed the last material in the index array.
Now it shows nothing, to indicate it's an invalid selected material.

- Crash was caused by array copy magic, not checking the active index properly.

(No assert, no warning prints, I think cases like this can happen too easily, and this
way user gets notified nicely and can fix it).

December 26, 2012, 16:42 (GMT)
Fix encoding (from ISO 8859-15 to utf8).
December 26, 2012, 16:24 (GMT)
Todo item:

- Drop group into 3d window now puts itself at mouse cursor location.
- Drop objects into 3d window now doesn't move the 3d cursor anymore.

Added new function ED_view3d_cursor3d_position() to handle this,
so the temporarily object-drop operator macro also could go away.
(Which was setting 3d cursor)


December 26, 2012, 14:22 (GMT)
Bug fix #33673

Edge length display in standard files (1 blender unit == 1) only gave two
numbers precision for lengths > 1. Three is much nicer at least.

The guess-work here in the code remains a bit dubious :)

December 26, 2012, 13:57 (GMT)
Bug fix #33633 (and irc report)

The function ui_popup_block_clip() didn't correct the buttons if a clip
happened, causing the items to draw outside.


December 26, 2012, 13:25 (GMT)
Node editor: remove option to show overlapping Property region.

- The main window has sliders, which was drawn behind the region
- If property region had slider too, it got even worse.

Basically the node editor is UI view, so drawing another UI on top isn't
functioning well in general.

December 26, 2012, 13:05 (GMT)
Region scrollbar fix!

Now scrollbars correctly hide and show, making space for the actual contents
in a region. It solves several old hacks, and puts view2d code a bit more
back in control as well.

Implementation notes:

- The view2d mask feature is working again
- The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding".
- Code for UI_view2d_region_reinit() is enforcing better standard view settings

But... two hack/patches needed to be added:

- Region panel drawing: if after generating the button panels it appears
a scroller hides or reveils, it calls all the generating code again.
(a simple scale doesn't work due to rounding differences in layout code)

- View2d code that maps 'tot' and 'cur' rects: if this code detects that
the mask changes, it calcs the map code again.

Also a bugfix (issue in 2.65)

- The left/bottom area split widget was drawing 1 pixel too large sometimes,
leaving bad trails on moving area dividers.



December 26, 2012, 01:50 (GMT)
BGE: Don't set the character controller's gravity when creating the controller. The default from Bullet works much better than what we were using.
December 26, 2012, 01:25 (GMT)
BGE: Adding a maxJumps to the character controller to adjust how many jumps a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping.
December 25, 2012, 21:29 (GMT)
Partly reverted the changes in revision 53099 to avoid a compilation error with MinGW
(see the commit log of revision 28253).
December 25, 2012, 14:09 (GMT)
make weight paint respect box & near clipping.

also replace strncmp with BLI_path_ncmp for BLI_rebase_path, (so its case insensitive on windows)
December 25, 2012, 14:03 (GMT)
weight paint without depth buffer option, works with vertex selection mode.
December 25, 2012, 08:11 (GMT)
BGE: Some various tweaks to try and get async lib loading to be a bit more stable on more complex scenes.
December 25, 2012, 06:31 (GMT)
BGE: Committing SolarLune's patch to allow a minimum shadow buffer size of 128 (down from 512).
December 25, 2012, 06:20 (GMT)
BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
December 24, 2012, 17:55 (GMT)
We now have some Catalan, but no Amharic nor Estonian yet!
December 24, 2012, 17:40 (GMT)
Usual minor UI messages tweaks...
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021