Blender Git Commits

Blender Git "master" branch commits.

Page: 3639 / 5574

May 2, 2012, 09:03 (GMT)
Fix #31230: Grid primitive changes size with changing resolution
May 2, 2012, 09:03 (GMT)
Fix: recent commit setting python3.2 command should not be applied to this file
scons build scripts are still using python2.

Revision 01b3deb by Lukas Toenne
May 2, 2012, 07:18 (GMT)
A number of changes to node RNA and the file output node, to simplify socket types and make node code more robust for future nodes with extra socket data.

* Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes.

* Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm.

* File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct).

* Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature.

* Added another operator for reordering custom input slots in the file output node.
May 1, 2012, 23:22 (GMT)
cmake - improved detection of numpy, now works for typical ubuntu installation.

numpy directory can be referenced manually with the advanced option PYTHON_NUMPY_PATH if needed.
May 1, 2012, 21:46 (GMT)
Fixes opening video files on Windows. [#30752]

Thanks Lockal for finding faulty stat function which helped a lot.
Now there BLI_stat. I will replace all other stat later.

*** Please use BLI_xxxx() functions ***
for file operations

Reported by Leon Cheung, Lockal, Believil
May 1, 2012, 21:39 (GMT)
Fix for r46170.
* "but=but->next" was there twice, once in the loop block and once at the end, caused Blender to crash on startup.

Please always compile and check it works before committing. :)
May 1, 2012, 21:02 (GMT)
Logic brick connection highlighting on mouseover. Merged from candy branch. I hope it works - my first commit to trunk ^_^
May 1, 2012, 20:57 (GMT)
Add pthread dll for MinGW64 during installation. Now people who download from buildbot will be able to run the build even without MinGW-w64 installed.
May 1, 2012, 20:45 (GMT)
replace python3 command with python3.2, python3 isnt available on ubuntu.
May 1, 2012, 20:45 (GMT)
patch [#31216] OpenGL urls updated by Julien DUROURE (julien)
update for the apidocs for the BGL module
May 1, 2012, 20:36 (GMT)
source code style checker to, (similar to pythons pep8 checker)
currently checks for brace placement and some whitespace use.

can be accessed with:
make test_style
or...
source/tools/check_style_c.py source/blender

also style cleanup on bmo_primitives.c
May 1, 2012, 20:08 (GMT)
style cleanup: whitespace, braces
May 1, 2012, 18:57 (GMT)
code cleanup: tag unused vars
May 1, 2012, 18:46 (GMT)
Fix for a crash due to a corruption of data for addressing degenerate triangles in imported mesh data.
May 1, 2012, 17:51 (GMT)
style cleanup: guys - set your editors to tabs!
May 1, 2012, 17:44 (GMT)
Related to #31213: rename Delete > Edges & Faces to Only Edges & Faces, to try
to make it more clear that this keeps vertices.

May 1, 2012, 17:17 (GMT)
Fix #31202: cycles crash in new BVH builder on Windows, when compiling with
debug info.

Revision ffc9fcb by Joshua Leung
May 1, 2012, 16:19 (GMT)
Motion Paths GUI Cleanup

This commit refactors the way that the Motion Paths GUI works. The key problems
this tries to address are:
1) Mode error - Confusion about whether we're dealing with the Object or Pose
level Motion Paths panel
2) Display settings vs Baking Settings

In line with the original design intentions for the 2.5/6 Properties Editor,
I've now split out the actual baking-related settings away from the Properties
Editor:
* Now, when clicking "Calculate Paths" from the toolbar, you'll be prompted with
a dialog to select the start/end frames (and for bones, whether to bake from
heads or tails). This is less confusing than relying on firstly setting the
range via the display range settings (and baking using that), since many people
apparently only used the "around current" mode, and were confused why things
weren't working

* Added a display of the frame ranges of the current baked Motion Path on the
active Object/Bone. This makes it clearer/easier to debug if the path suddenly
starts disappearing after a certain frame.

* Replaced Calculate/Clear Paths in the panels with a single "Update" button if
there's already a baked Motion Path.

Hopefully these changes (in combination with some of the other bugfixes) will
make it more obvious how everything works.
May 1, 2012, 15:59 (GMT)
Fix #31162: Applying textures to rigged models causes crash and no textures in appear in edit mode

Issue was caused by doing stuff like binding textures from glBegin/glEnd block.
May 1, 2012, 15:21 (GMT)
Fix #31110: selected to active baking did not properly check to see if the
object was actually selected, so e.g. baking shadows cast from non-selected
objects did not work.

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021