Revision 564a6c2 by Campbell Barton May 11, 2012, 18:55 (GMT) |
fix [#30905] Operator preset save doesn't serialize PropertyGroups fix based on patch by Julien Rivaud (frnchfrgg), but re-written a bit differently not to be operator specific. |
Revision a045ad9 by Campbell Barton May 11, 2012, 17:41 (GMT) |
don't stat bookmark files on load, can make blender hang on slow networks (eg, the blender institutes gigabit connection)... or if the server is busy. |
Revision 4359564 by Sergey Sharybin May 11, 2012, 17:39 (GMT) |
Revision 1c0c2f4 by Sergey Sharybin May 11, 2012, 17:33 (GMT) |
Added verbosity command line argument. Currently used for libmv only. Usage: ./blender --verbose <level> Also fixed some crashes when not passing number to --threads argument or not passing file format to -F argument. |
Revision e8e1a7c by Nathan Letwory May 11, 2012, 17:29 (GMT) |
Enable OpenCOLLADA support for MingW64 builds by default. Note: don't forget to update your local checkout of lib/mingw64 |
Revision fe33fc8 by Lukas Toenne May 11, 2012, 17:05 (GMT) |
Fix for UI layout alignment of fixed-size items (including those with width < min. width). Such layout items were ignoring the center and right alignment in layouts before. |
Revision c8da0d0 by Campbell Barton May 11, 2012, 16:11 (GMT) |
style cleanup: whitespace |
Revision 713a517 by Campbell Barton May 11, 2012, 14:27 (GMT) |
add missing NULL of scene->ed |
Revision 3bbfbfe by Campbell Barton May 11, 2012, 14:17 (GMT) |
dont use sdl include when building headless |
Revision 96cc298 by Campbell Barton May 11, 2012, 11:05 (GMT) |
edits to recent sequencer api additions not to do scene lookups, the scene is already known. |
Revision b667f29 by Campbell Barton May 11, 2012, 10:25 (GMT) |
no need to clamp python values twice when assigning. |
Revision a2e2252 by Campbell Barton May 11, 2012, 10:20 (GMT) |
sequencer bug, was possible to add strips to negative channels, the channel clamping was ignored when calling RNA_property_int_set() when setting operator int/floats. |
Revision 6ce6dfb by Campbell Barton May 11, 2012, 10:04 (GMT) |
- dont create scene.sequence_editor on read, means data-browser or autocomplete will allocate a sequencer. ... instead add scene.sequencer_editor_create / clear, these match id.animation_data_* functions. - refactor for names, for scene level functions call them BKE_sequencer_* |
Revision 9d91bc3 by Lukas Toenne May 11, 2012, 08:06 (GMT) |
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node. |
Revision ce17c35 by Campbell Barton May 11, 2012, 08:05 (GMT) |
style cleanup: mainly sculpt/whitespace |
Revision dabc228 by Sergey Sharybin May 11, 2012, 05:27 (GMT) |
Compilation error fix: abort() wasn't declared in BKE_ccg.h before |
Revision e345a23 by Sergey Sharybin May 11, 2012, 05:21 (GMT) |
Tomato: fixed invalid float suffix. |
Revision 8148d7b by Brecht Van Lommel May 10, 2012, 22:31 (GMT) |
Cycles: reviewed the task scheduler code and fixed (hopefully all) windows threading problems. |
Revision d35d0e3 by Nicholas Bishop May 10, 2012, 20:36 (GMT) |
Add mask-drawing support to GPU_Buffers. This is the last commit of the sculpt masking merge. Documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks Thanks to Brecht for reviewing! * For VBO, add color to the VertexBufferFormat structure as three unsigned bytes. Since mask elements are scalar the three color components are identical to eachother, but the fixed-function OpenGL pipeline requires colors to be either three or four components. * For the same reason, multires VBO drawing now copies into the VertexBufferFormat format as well. * Regression: material colors will not show up correctly now, masks colors are overriding. Not sure how to fix this nicely (would be much easier to fix if drawing with vertex shaders.) * Also, masks will only draw PBVH drawing, so only 'solid' drawing will work correctly with masks. |
Revision 3ee0305 by Nicholas Bishop May 10, 2012, 20:36 (GMT) |
Use VertexBufferFormat for multires VBO. |
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