Revision 84361f6 by Campbell Barton 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. |
Revision 7cbfe18 by Brecht Van Lommel December 26, 2012, 20:59 (GMT) |
Fix part of #33662: cycles crash using displacement on meshes with vertices not attached to any face. |
Revision b288480 by Antonis Ryakiotakis 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) |
Revision 7b938ab by Ton Roosendaal 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). |
Revision 9fe9c1d by Bastien Montagne December 26, 2012, 16:42 (GMT) |
Fix encoding (from ISO 8859-15 to utf8). |
Revision cffd10a by Ton Roosendaal 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) |
Revision 0bca6c1 by Ton Roosendaal 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 :) |
Revision 86134fd by Ton Roosendaal 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. |
Revision 41753f4 by Ton Roosendaal 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. |
Revision fa28e50 by Ton Roosendaal 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. |
Revision 4e60464 by Mitchell Stokes 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. |
Revision 13f49f3 by Mitchell Stokes 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. |
Revision 4c8c24b by Tamito Kajiyama December 25, 2012, 21:29 (GMT) |
Revision 2c38c32 by Campbell Barton 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) |
Revision 7e580ed by Campbell Barton December 25, 2012, 14:03 (GMT) |
weight paint without depth buffer option, works with vertex selection mode. |
Revision f127015 by Mitchell Stokes 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. |
Revision a418dfb by Mitchell Stokes December 25, 2012, 06:31 (GMT) |
BGE: Committing SolarLune's patch to allow a minimum shadow buffer size of 128 (down from 512). |
Revision 62b6303 by Mitchell Stokes 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. |
Revision f339c63 by Bastien Montagne December 24, 2012, 17:55 (GMT) |
We now have some Catalan, but no Amharic nor Estonian yet! |
Revision ec4fc2e by Bastien Montagne December 24, 2012, 17:40 (GMT) |
Usual minor UI messages tweaks... |
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