Revision 73c2abe by Campbell Barton July 13, 2012, 09:19 (GMT) |
new function barycentric_weights_v2_quad(), like barycentric_weights_v2 but for quads. takes vecs and a point and assigns 4 weights, needed for nice quad interpolation for mask feathering. |
Revision 6ee2e0b by Dalai Felinto July 13, 2012, 06:07 (GMT) |
bugfix: [#32073] Displace node different result between Low and high quality |
Revision 8ce53a2 by Campbell Barton July 12, 2012, 20:10 (GMT) |
new mask rasterizer written to take advantage of the compositors threading, mostly functional but disabled by default (still a little wip). |
Revision 8809f23 by Jeroen Bakker July 12, 2012, 19:48 (GMT) |
Missed H file |
Revision 8b8bc16 by Jeroen Bakker July 12, 2012, 19:19 (GMT) |
Small optimizations in compositor. Most of them are not noticeable. |
Revision bb09f85 by Sergey Sharybin July 12, 2012, 17:19 (GMT) |
Revision 2738fa9 by Thomas Dinges July 12, 2012, 16:19 (GMT) |
3D View / Edges menu: * Removed a redundant "Edge Crease" entry and some code cleanup. |
Revision 152675d by Sergey Sharybin July 12, 2012, 16:08 (GMT) |
Fix #31988: VBOs Textured solid : no update of material in 3Dview Issue was caused by VBOs using CD_TEXTURE_MCOL for faces colors. This layer was creating on mesh display (from draw_tface_mapped__set_draw) in cases there's no such a layer. If material settings are changing, this layer wasn't updated and old colors were used. Fixed by performing an update of this layer in cases it's already exists. This would give some % of slowdown, but don't think it'll be dramatically bad. Would be nice to find a nice way to update such a layer in cases material is actually changes only, or get completely rid of it/ |
Revision ba44250 by Sergey Sharybin July 12, 2012, 15:36 (GMT) |
Fix #32067: since BMesh, files < 2.59.3 no longer have their texface converted Issue was caused by performing conversion from FTFaces to materials from the end of lib_link_mesh, where tesselated faces were cleared already. This conversion can't be switched to BMesh structures because in future MTexPolys could be changed in a way, that versioning stuff wouldn't work any more. Another issue is that making such a conversion per-mesh would lead to quite a code spagetti, which is difficult to follow. Solved by splitting per-mesh cycle in lib_link_mesh, so now it consists of three steps: - Do linking stuff such as custom data layers, materials. Perform a Conversion stuff like tessface -> polys. - Convert all MTFaces to materials. This conversion handles all meshes and creates needed materials. - Free tessfaces, mark mesh as linked. Such a separation shouldn't noticeably affect on speed of linking. |
Revision 18d7a23 by Lukas Toenne July 12, 2012, 15:14 (GMT) |
Fix #32051, Ungroup operator crashes. The link iterator can be invalidated when unconnected input links are removed. |
Revision 126024e by Sergey Sharybin July 12, 2012, 14:41 (GMT) |
Fix #31584: Fractional step in value input for Skin Modifier (Event/input problem) Issue was caused by the code which checked whether snapping should be enabled on transform init taking into account keymap and special keys state. It was used for Ctrl-Click on manipulator only. Check for Ctrl state gave wring result with skin modifier. It was solved by additional check for which mode transformation is initializing for -- currently manipulator is available for translation/roation/resize only which doesn't give any keymap issues. |
Revision 8764e75 by Sergey Sharybin July 12, 2012, 12:12 (GMT) |
Revision 8ef23c6 by Sergey Sharybin July 12, 2012, 12:06 (GMT) |
Clip editor mode selection: show menu with modes on TAB This seems to be the only straightforward way to switch fast between modes without keeping bunch of shortcuts and current mode in head. |
Revision 5a878c5 by Sergey Sharybin July 12, 2012, 11:52 (GMT) |
Fixed issue with drag-n-drop into Clip Editor. |
Revision 30b3907 by jens verwiebe July 12, 2012, 11:35 (GMT) |
OSX: make the progressbar in dock a gradient, to give it a more matching 3D appearance |
Revision ddf7d36 by Sergey Sharybin July 12, 2012, 11:22 (GMT) |
Fix for metaballs used as dupli-object for particle It used to be a dependency cycle which lead to incorrect or missed tesselation on some circumstances. Seems to be introduced in rev41627. This commit seems to behaving properly on simple cases, probably could fail in some other cases, so need to be checked further. Discovered when was looking into: #32034: Metaball used as render object(group) for particle will display wire only. |
Revision f7f2162 by Sergey Sharybin July 12, 2012, 10:27 (GMT) |
Fix #32041: Empty display size is not taken into account for centering view |
Revision c86d31c by Sergey Sharybin July 12, 2012, 09:56 (GMT) |
Fix #32050: UV map and game engine property cause crash |
Revision 38f91db by Campbell Barton July 12, 2012, 09:24 (GMT) |
add bli rect min/max functions. |
Revision c8d29b1 by Campbell Barton July 12, 2012, 09:03 (GMT) |
feather points now align with mask outline when called with same resolution. |
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