Blender Git Commits

Blender Git "master" branch commits.

Page: 3555 / 5574

June 28, 2012, 15:09 (GMT)
revert part of 48340, it causes uvs across islands to stitch in a different way (?) than before
June 28, 2012, 14:19 (GMT)
svn merge ^/trunk/blender -r48370:48375
June 28, 2012, 14:18 (GMT)
recent fix for #31581 could crash when doing edge slide on a mesh with no UV's.
June 28, 2012, 12:32 (GMT)
code cleanup: compile with clang and quiet some warnings.
June 28, 2012, 11:20 (GMT)
svn merge ^/trunk/blender -r48333:48370
June 28, 2012, 11:16 (GMT)
Forgot these files in previous commit.

Revision 57b69ab by Lukas Toenne
June 28, 2012, 10:59 (GMT)
Fix for image node: The button draw function was using the image user pointer for displaying properties, which does not work correctly. The image node has to redefine image user RNA properties in order to make correct update calls and to have meaningful image layer names. For these properties the node pointer itself has to be used then.
June 28, 2012, 10:34 (GMT)
Cycles: regular rendering now works tiled, and supports save buffers to
save memory during render and cache render results.


Implementation notes:

In the render engine API it's now possible to get the render result for
one render layer only, and retrieve the expected tile size in case save
buffers is used. This is needed because EXR expects tiles with particular
size and coordinates.

The EXR temporary files are now also separated per layer, since Cycles
can't give the full render result for all render layers, and EXR doesn't
support writing parts of tiles.

In Cycles internally the handling of render buffers and multi GPU
rendering in particular changed quite a bit, and could use a bit more
refactoring to make things more consistent and simple.

June 28, 2012, 10:05 (GMT)
Move color management check stuff from blo_read_file_internal to setup_app_data
June 28, 2012, 09:37 (GMT)
Fix for [#23375] "texture2D in custom 2D filters can get texture outside of game, resulting in ugliness" reported by Jacob F.

The 2D Filter system now only copies the game viewport instead of the whole window. This prevents 2D Filters from grabbing data outside of the game viewport. The textures for 2D filters are now also not forced to be powers of two (if NPOT textures are supported), which can save a little bit of VRAM.
June 28, 2012, 09:18 (GMT)
fix for segfault on undo because of loading color profile info.
June 28, 2012, 09:08 (GMT)
Fix #31835: OBJ Importer corrupts a model (crash in edit mode)

Added back face validation to BKE_mesh_validate_arrays.

This is needed because some addons (like OBJ importer) are reading
tessfaces and then converting them to ngons and validation of tessfaces
is needed before such a conversion.

Validation of faces would happen only if there's no polys in mesh.
June 28, 2012, 08:51 (GMT)
code cleanup: cmake buildsystem edits, unused var warnings and better description for WITH_PYTHON_MODULE.
also disable workaround for some linux installs.
Revision 855b639 by Lukas Toenne
June 28, 2012, 08:47 (GMT)
Basic snapping in node transform operator.

Snapping actually was working already, but grid spacing was set to 1.0, which is basically pixel size in the node editor. Increased this to 1x grid step for fine snapping and 5x grid step for rough snapping.

Grid drawing in node editor now draws 2 levels in slightly different shades to indicate the different snapping modes better.

Node editor also supports the general use_snap tool setting to enable automatic snapping during transform. For now only the incremental snapping is supported, in future could be extended to enable alignment between nodes in a number of ways.
June 28, 2012, 08:17 (GMT)
document calling operators with undo enabled.
June 28, 2012, 07:58 (GMT)
Fix #31929: VSE crash with relative paths and rebuilding proxies
June 28, 2012, 07:18 (GMT)
code cleanup: when heat weighting dont loop through all polys when its not needed.
June 28, 2012, 07:13 (GMT)
fix [#31940] crash with automatic weights
June 28, 2012, 06:22 (GMT)
Removing channel manipulation from the Action Actuator Python API since this has been broken since the animation changes from Pepper. BL_ArmatureObject.channels should be used instead. For more information see bug #28843 for more info:
http://projects.blender.org/tracker/index.php?func=detail&aid=28843&group_id=9&atid=306
June 27, 2012, 22:27 (GMT)
committed debug memcount by accident
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021