Revision c0efd2a by Dan Eicher October 3, 2012, 21:52 (GMT) |
colormanage_colorspace_get_named() can (and does) return NULL, added checks to prevent null pointer dereference if the named color profile isn't found |
Revision 2989841 by Sergey Sharybin October 3, 2012, 14:16 (GMT) |
Artifacts on splash are resolved. |
Revision 0ef61bb by Sergey Sharybin October 3, 2012, 12:07 (GMT) |
Correction to commit rev48866 -- convert_tface_mt must happen before BKE_mesh_do_versions_convert_mfaces_to_mpolys Discovered when were looking into crystal_cube.blend from our regression files collection. Now it should look the same as in 2.62 release. 2.63 release wouldn't work correct for this file because of wrong mtface->material conversion after bmesh merge. |
Revision 139524b by Thomas Dinges October 3, 2012, 09:37 (GMT) |
* Fix for the elsyiun.xml theme, Reports in Info Header were not readable (grey on grey). Patch by "ejnersan" in IRC. |
Revision 9869875 by Sergey Sharybin October 3, 2012, 08:51 (GMT) |
Fix #32742: Motion path calculation on linked armatures locks up Blender Issue was happening when linking armature object and making proxy and was caused by not copying visualization settings in BKE_pose_copy_data. This lead to deadlocks in motion path drawing code. After discussion with Campbell decided it is crucial fix since it fixes bug appearing in really common scenario of using armatures. |
Revision 916a58f by Campbell Barton October 3, 2012, 07:35 (GMT) |
fix [#32743] Freed memory access when freeing materials. |
Revision b288bc4 by Campbell Barton October 3, 2012, 07:33 (GMT) |
fix [#32739] Glare node does "add" instead of "lighten" |
Revision 9e0a1b6 by Campbell Barton October 3, 2012, 05:49 (GMT) |
fix for cmake constructing an invalid include path. |
Revision 8b718be by Sergey Sharybin October 2, 2012, 16:39 (GMT) |
Entering Bcon5 stage! - Bump version to 2.64 - No version char for this cycle - This is finally release stage! Splash would be commited in some hours from now. Thanks everyone! |
Revision 27c4c1f by Alex Fraser October 2, 2012, 14:15 (GMT) |
Added example of KX_GameObject subclassing to game engine docs. |
Revision 62c151b by Campbell Barton October 2, 2012, 13:59 (GMT) |
freeing node trees no longer decreases their user counts, this cause causing invalid memory access when freeing the blend file. |
Revision 75fff05 by Campbell Barton October 2, 2012, 13:24 (GMT) |
revert fix for [#31555] Username with special chars in Windows 7 this breaks and causes bug: [#32720], where sys.stdout becomes invalid and print() does nothing. On investigation - python is not getting the environment variable from blender (aparently because its a DLL?) so this should be resolved rather then overwriting sys.stdout. |
Revision 78d6288 by Campbell Barton October 2, 2012, 13:13 (GMT) |
correct spelling error in operator property |
Revision e795b84 by Jeroen Bakker October 2, 2012, 11:37 (GMT) |
* fix for regression test [compo_map_uv.blend] the wrapping was resized to fit the uv map. this step was wrong and has been deleted. |
Revision ecbeb0f by Jeroen Bakker October 2, 2012, 10:03 (GMT) |
* fix for regression file [compo_map_zcombine_cubes.blend] the alpha mix formula was wrong. updated it. Be aware that the regression file does not take the alpha into account, but it should. or at least one z combine should and the other not. this fails in 2.63a. - At Mind - |
Revision c17cf36 by Thomas Dinges October 2, 2012, 06:24 (GMT) |
UI: * Fix RNA name for "turbulence_strength" property. |
Revision 636a8d4 by Campbell Barton October 2, 2012, 05:12 (GMT) |
fix for crash in own recent masking commit with 'flood fill' operator. |
Revision 16c4795 by Campbell Barton October 2, 2012, 04:31 (GMT) |
fix for mesh_foreachScreenEdge__mapFunc running the callback with V3D_CLIP_TEST_RV3D_CLIPPING'd verts. (used uninitialised stack memory) |
Revision dc8340f by Campbell Barton October 2, 2012, 03:18 (GMT) |
correct some include dirs not being included as SYSTEM paths in cmake. |
Revision 959dc02 by Campbell Barton October 2, 2012, 01:10 (GMT) |
fix for error in mask drawing, was using glVertex3fv on 2d verts. (buffer overrun) |
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