Revision 9064f0c by Bastien Montagne December 18, 2012, 09:03 (GMT) |
Adding Amharic (i.e. ethiopic) glyphs. |
Revision c1976df by Bastien Montagne December 18, 2012, 08:50 (GMT) |
Added WeightVG modifier icon to svg file (and tried enhance it slightly). |
Revision e364c94 by Campbell Barton December 18, 2012, 08:41 (GMT) |
fix [#33580] Masking keyframes disappear from dope sheet when using undo. |
Revision 2c0bceb by Campbell Barton December 18, 2012, 07:38 (GMT) |
fix for own error in recent commit with active pose mode, depended on an uninitialized flag. |
Revision a823975 by Campbell Barton December 18, 2012, 06:36 (GMT) |
add support for active-element in pose mode and armature editmode. This works most usefully when combined with Normal orientation. |
Revision 40a667e by Campbell Barton December 18, 2012, 05:38 (GMT) |
code cleanup |
Revision dd68223 by Campbell Barton December 18, 2012, 05:29 (GMT) |
fix [#33575] Manipulator showing incorrect local axes in armature pose mode. |
Revision e72239c by Campbell Barton December 18, 2012, 01:52 (GMT) |
style cleanup |
Revision 899ba3f by Campbell Barton December 18, 2012, 01:46 (GMT) |
style cleanup |
Revision 10f0f66 by Tamito Kajiyama December 18, 2012, 00:51 (GMT) |
Another big code clean-up patch by Bastien Montagne (GPL headers, indentation, spaces around operators, and so forth). Many thanks! |
Revision 62751e0 by Tamito Kajiyama December 18, 2012, 00:07 (GMT) |
Made Freestyle Edge/Face Marks accessible from Python. |
Revision 7793752 by Brecht Van Lommel December 17, 2012, 21:40 (GMT) |
Fix #33487: game engine did not convert objects with rotation modes other than Euler XYZ correctly, was never implemented; |
Revision 593ae2c by Brecht Van Lommel December 17, 2012, 20:37 (GMT) |
Fix #33505: various issues * Motion blur with shutter time > 1 did result in the correct evaluation of some modifiers because it set the subframe to values > 1, and some places assume the current frame to be set to the integer coordinate and the subframe to be a value between 0 and 1. * Shape keys did not take subframe time offsets into account. * Point density texture was using an current frame value that was never set. |
Revision cfd6282 by Bastien Montagne December 17, 2012, 20:32 (GMT) |
Minor update to i18n spell check stuff... |
Revision b481ec9 by Bastien Montagne December 17, 2012, 20:16 (GMT) |
Minor tweaks to some UI messages... |
Revision 738c482 by Antonis Ryakiotakis December 17, 2012, 20:14 (GMT) |
uv edge based stitch. Useful to disambiguate betwen islands when uvs are shared by more than two islands. Uv edges usually belong to only two islands, making for much cleaner stitches. To change between stitch modes, press TAB. Initial mode depends on the selection mode of the image editor. Documentation can also be found on the release wiki |
Revision 83b03b8 by Bastien Montagne December 17, 2012, 19:26 (GMT) |
Fix [#33590] The Screw Tool in Edit Mode isn't calculating the correct angle step divisions per turn. Degrees were used as radians... :p Also tweaked min values of steps and turns! |
Revision b60671c by Ton Roosendaal December 17, 2012, 18:45 (GMT) |
Object Layer property now has tag "not animatable". Even with new depsgraph that'll be a big problem to support. For as long layers define relationships or define evaluation this should remain a static state. Instead, animate outliner "visibility". |
Revision 60e35be by Ton Roosendaal December 17, 2012, 17:37 (GMT) |
UI fixes: - on setting lower DPI, the regions that were scrolled down would start moving down 1 pixel on every draw. Caused by rounding error. (int + 0.1 vs int -0.1) (Ancient bug) - circles used in outliner - to denote selection/active - now draw bigger, and better centered. (2.66 fix only) |
Revision c9f0e29 by Campbell Barton December 17, 2012, 15:17 (GMT) |
fix [#33581] Vertex Color Layer vertex colors were added to meshes with no faces whenver exiting/entering editmode, while in vertex paint mode outside of editmode. *(making a really big list of vertex colors!) |
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