Blender Git Commits

Blender Git "master" branch commits.

Page: 3816 / 5574

November 23, 2011, 17:48 (GMT)
fix misisng edge hash free when CDDM_tessfaces_to_faces ran on an empty mesh
November 23, 2011, 17:30 (GMT)
Camera tracking: operator to setup scene for compositing things into footage

This operator does needed changes to

- 3D viewport
- Scene settings
- World settings
- Compositor
- Scene objects

in a way scene becomes ready to be composited into footage.

Known issue: preview doesn't work "out-of-box" after running this script,
selecting View node and hitting Tab helps. Not sure it can be solved
in nicer way at this moment.
November 23, 2011, 17:25 (GMT)
Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,
by Gaia Clary.

Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.

The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.

November 23, 2011, 17:14 (GMT)
minor changes
- avoid duplicate image enum definitions.
- move image UI format & bw/rgb/rgba onto 1 line.
- add 'make config' convenience target to run ccmake or cmake-gui
November 23, 2011, 17:14 (GMT)
svn merge ^/trunk/blender -r42080:42095
November 23, 2011, 16:44 (GMT)
Fix compilation error of blenderplayer caused by recent commit.
November 23, 2011, 16:39 (GMT)
remove assert & make warning print more helpful
November 23, 2011, 16:30 (GMT)
Cycles: build flags tweaks to avoid errors with msvc debug build.

November 23, 2011, 16:30 (GMT)
Quick fix for "droidsans" Blender font, should fix missing umlaut and accent on capitals.

Somewhere in the process of generating that Frankenstein font, most latin capital glyphs lost there "modifier" part (umlaut, accent, etc.). I added them again using fontforge auto tool, but not to all of them though, as some would add a shift to the whole font... :/

This is not a nice fix (the correct way would be to merge again the whole latin part of dejavu into blender font, but again, I couldnâ??t manage to do it without an ugly global font shift), but at least it works, doesnâ??t shift the font, and add back most modified capitals.
November 23, 2011, 16:12 (GMT)
Added method clear to most of collections which supports new/remove.

This method not added to animation-specific structures yet/
November 23, 2011, 15:44 (GMT)
Fix #29367: Vertex parent regression

Regression was introduced in svn rev40343. It was caused by re-creating
EditMesh structure which was needed to solve issues with parenting to
vertices after topology changes. This would also erase derivedMesh.

Problem reported now is caused by missing derivedMesh which is used
to solve parenting and apply inverted matrix on ob->parentin, so
parented object used to stay at exactly the same position it used to
stay before parenting.

Not very nice solving of this issue: re-create derivedMesh after
re-creating EditMesh when parenting. Nicer solution would require
bigger changes and probably ful lrefactor of this tools.
November 23, 2011, 15:39 (GMT)
MSVC 2005 and higher supports variable length macroses, so RNA_warning can report
warnings in nicer format even on msvc now.
November 23, 2011, 15:16 (GMT)
Fix #28934: missing GLSL/icon update when changing materials used in nodes.

November 23, 2011, 14:40 (GMT)
Fixed some glitches with WeightVG modifiers:
* Added some RNA tooltips, now that they are supported by dropdown lists.
* Fixed some RNA num properties UI steps.
* Fixed a memory leak in Proximity modifier (when dm of "target" object had to be created, it wasnâ??t freed...).
November 23, 2011, 07:39 (GMT)
OSX: Fix more UTF8 issues, todo: use correct font
November 22, 2011, 22:02 (GMT)
fix for build errors
November 22, 2011, 20:49 (GMT)
Cycles: improve error reporting for opencl and cuda, showing error messages in
viewport instead of only console.

November 22, 2011, 19:57 (GMT)
Fix broken edge rip

The recent element index work broke edge split entirely, because edge rip was trying to use BM_Get/SetIndex across calls to other BMesh operators (which is bad practice). I've converted it instead to use the indices in the BMO layer, which belongs ot the edge split operator and won't be overwritten by BMO operators called in the process of doing the edge split.
November 22, 2011, 19:43 (GMT)
ocean sim now works with bmesh
November 22, 2011, 19:04 (GMT)
svn merge ^/trunk/blender -r42077:42080
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021