Revision 761122d by Campbell Barton February 5, 2012, 07:40 (GMT) |
Code Cleanup: minor changes & sync with bmesh. |
Revision 1d21e23 by Campbell Barton February 5, 2012, 07:12 (GMT) |
ensure tessface's are available while sculpting. |
Revision b0db9df by Campbell Barton February 5, 2012, 07:09 (GMT) |
fix for error in recent commit. passing totface rather then totpoly, also add asserts if PBVH attempts to build without any faces (but with polys). |
Revision 776ec0e by Campbell Barton February 5, 2012, 06:20 (GMT) |
add function for getting a polygon map: dm->getPolyMap(ob, dm). polygon version of dm->getFaceMap(ob, dm) sculpt uses this for checking connectivity. |
Revision 2277241 by Campbell Barton February 5, 2012, 04:40 (GMT) |
fix for vpaint fill not working, check loopcol rather then tessface color. |
Revision ebf8ed5 by Campbell Barton February 5, 2012, 04:11 (GMT) |
update sculpt mode not to rely on tesselated faces (use MPoly's instead, saves slowdown of having to maintain tesselation of base mesh data) |
Revision 5c1bee7 by Campbell Barton February 5, 2012, 03:25 (GMT) |
fix for weight paint face selection. since removing tesselation faces we can no longer rely on me->totface & me->mface being set. now use polygons instead. |
Revision d0412a1 by Campbell Barton February 5, 2012, 02:30 (GMT) |
svn merge ^/trunk/blender -r43864:43887 |
Revision 4acab3e by Campbell Barton February 5, 2012, 02:04 (GMT) |
Code Cleanup: line length and use Py_ssize_t for PyC_AsArray utility function. |
Revision 5c395b6 by Brecht Van Lommel February 4, 2012, 19:58 (GMT) |
Fix for Luxrender boost::thread conflict, workaround now is to just not use it in cycles and use pthreads instead. |
Revision 04266c2 by Brecht Van Lommel February 4, 2012, 19:57 (GMT) |
Fix: non-power-of-two-textures were always disabled on ATI/Apple due to poor support in some older cards, now it does a more precise check for problematic cards so that it can be enabled on new cards that do support it properly. |
Revision 4c7e769 by Benoit Bolsee February 4, 2012, 17:20 (GMT) |
BGE bug #29133: Render to Texture not working. Fixed by using same viewport to render and capture. |
Revision 936af71 by Andrew Wiggin February 4, 2012, 14:23 (GMT) |
Bring BME_bevel code back (stage 1), porting it from the old BKE_bmesh to the new BMesh methods and data structures, and turns on compilation of this again. This makes the code work but isn't using it to do the bevel modifier just yet - that's coming next. |
Revision 8160829 by Tamito Kajiyama February 4, 2012, 14:22 (GMT) |
Merged changes in the trunk up to revision 43881. |
Revision fc0ce53 by Campbell Barton February 4, 2012, 11:59 (GMT) |
fix [#29947] Blender crashes when duplicate bones missing NULL check. |
Revision 6927dcb by Campbell Barton February 4, 2012, 11:12 (GMT) |
fix [#30068] Link Empty to Track python error incorrect attribute used (likely code added since last release). |
Revision 637bc0d by Campbell Barton February 4, 2012, 11:10 (GMT) |
Code Cleanup: pep8 edits |
Revision d845733 by Antonis Ryakiotakis February 4, 2012, 10:02 (GMT) |
Fix MinGW compilation due to recent font rendering changes. GLEW_STATIC needs to be defined for static linking of GLEW or the dynamic entry points are looked up during linking |
Revision deec4ce by Campbell Barton February 4, 2012, 06:55 (GMT) |
Code Cleanup: avoid double promotion. |
Revision a05fdb8 by Alex Fraser February 4, 2012, 01:51 (GMT) |
Fix for aliased fonts in the game engine. - Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto. |
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