Revision 5b6da0c by Jason Hays July 29, 2011, 17:57 (GMT) |
Merged 38568-38822 |
Revision 287b249 by xiao xiangquan July 29, 2011, 17:42 (GMT) |
merge with trunk r38787 |
Revision 566d936 by Jason Hays July 29, 2011, 17:36 (GMT) |
'Fix Deforms' op added to weight paint tools to smooth (remove/reduce) spiking caused by bones by altering vgroup weights --it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one. Minor UI text update for Vertex Masking |
Revision 7befe79 by Sergey Sharybin July 29, 2011, 15:47 (GMT) |
Camera tracking integration =========================== Fixed segfault when turning stabilization on when there's no compositing tree. |
Revision 6745e45 by Sergey Sharybin July 29, 2011, 15:25 (GMT) |
Camera tracking integration =========================== Implemented 2D stabilization: - Based on average point of several tracks. - Tracks for stabilization are controllable from "2D stabilization" panel. - Implemented autoscaling. Could fail if average point is too close to frame boundary. - Background clip in 3D viewport and MovieClip input compositor nodes are using stable shot. Some internal weak things: - Stable shots aren't cached in moviecache. There is only one "slot" for stable shot inside stabilization structure. - This could fail if several threads are requested different frames (for example when starting playback, pause to make Nodes Editor trigger refresh, continue playback). - Due to it shouldn't crash i decided to implement better caching for stable shots a bit later. |
Revision feffc92 by Sergey Sharybin July 29, 2011, 15:18 (GMT) |
Revision ce20487 by Bastien Montagne July 29, 2011, 13:45 (GMT) |
Revision a22f756 by Bastien Montagne July 29, 2011, 13:25 (GMT) |
vgroup_modifiers: Fixed last problems with WP mode, plus a small fix in weightvg_util.c. It seems WeightVG modifiers can�??t enable the eModifierTypeFlag_SupportsMapping flag... |
Revision 24def76 by Nathan Letwory July 29, 2011, 07:58 (GMT) |
Revision fb738f4 by Lukas Toenne July 29, 2011, 07:14 (GMT) |
When relinking node group outputs from sockets of different type, automatically change the output to the source type. Feature request by Daniel Salazar. |
Revision de92597 by Campbell Barton July 29, 2011, 02:15 (GMT) |
fix for last merge |
Revision 73dde4e by Campbell Barton July 29, 2011, 02:03 (GMT) |
Revision e4a5123 by Mitchell Stokes July 29, 2011, 01:59 (GMT) |
BGE Animations: Save the deform number to pose channel map created by BL_SkinDeformer::BGEDeformVerts() so it isn't recreated on every update. This gives minor speed ups, but I mostly did it because I thought it was a little cleaner this way. |
Revision 2658949 by Campbell Barton July 29, 2011, 01:24 (GMT) |
pep8 cleanup, also print message when attempting to run in animation player mode. |
Revision e382a37 by xiao xiangquan July 29, 2011, 00:08 (GMT) |
small fix on careless unused chars |
Revision f9ef370 by Sukhitha Jayathilake July 28, 2011, 18:25 (GMT) |
Material transparency animation COLLADA export. |
Revision 336a47c by Thomas Dinges July 28, 2011, 18:19 (GMT) |
* Code cleanup A row with alignment for 1 property = useless: ;-) |
Revision 6d2754e by Brecht Van Lommel July 28, 2011, 15:51 (GMT) |
Fix #27719: custom RNA properties fail to update drivers. Hopefully this is not too slow, but now we do a dependency graph tag also for these in addition to regular ID properties, not sure how to get around it. |
Revision eb7b1f0 by Mitchell Stokes July 28, 2011, 15:07 (GMT) |
This allows the game engine to build again, but I'm not sure if it's the best approach. Aligorith: feel free to revert this if there is a better solution. |
Revision b8dcf3a by Brecht Van Lommel July 28, 2011, 14:28 (GMT) |
Fix part of #27944: color managment discrepancy in GLSL materials with nodes. |
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