Blender Git Commits

Blender Git "master" branch commits.

Page: 3741 / 5574

February 5, 2012, 07:40 (GMT)
Code Cleanup: minor changes & sync with bmesh.
February 5, 2012, 07:12 (GMT)
ensure tessface's are available while sculpting.
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).
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.
February 5, 2012, 04:40 (GMT)
fix for vpaint fill not working, check loopcol rather then tessface color.
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)
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.
February 5, 2012, 02:30 (GMT)
svn merge ^/trunk/blender -r43864:43887
February 5, 2012, 02:04 (GMT)
Code Cleanup: line length and use Py_ssize_t for PyC_AsArray utility function.
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.
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.
February 4, 2012, 17:20 (GMT)
BGE bug #29133: Render to Texture not working. Fixed by using same viewport to render and capture.
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.
February 4, 2012, 14:22 (GMT)
Merged changes in the trunk up to revision 43881.
February 4, 2012, 11:59 (GMT)
fix [#29947] Blender crashes when duplicate bones

missing NULL check.
February 4, 2012, 11:12 (GMT)
fix [#30068] Link Empty to Track python error

incorrect attribute used (likely code added since last release).
February 4, 2012, 11:10 (GMT)
Code Cleanup: pep8 edits
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
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021