Revision 3c43e8e by Campbell Barton June 28, 2011, 12:48 (GMT) |
fix [#27782] Tileable displacement map issue in Blender 2.58 this bug was introduced in 2.58 (r37342), when adding filtering support to imagewrap(), the problem is boxsample was getting float values which were not wrapped as int values are. |
Revision f79dcb2 by Brecht Van Lommel June 28, 2011, 12:21 (GMT) |
Cycles: fix build with game engine enabled. |
Revision 919ea1c by Brecht Van Lommel June 28, 2011, 12:18 (GMT) |
Cycles: uv editor and texture paint now also use active texture node. |
Revision 0b41c47 by Joshua Leung June 28, 2011, 11:21 (GMT) |
Action-Management from Outliner - Unlinking Actions It is now possible to use the Outliner for managing the active action of an ID-block (provided that it appears in the Outliner), which should be a bit better than having to go through the NLA Editor. So far, this only allowing unlinking actions, using some existing operators. To use: 1) Navigate through the Outliner tree to find the Object/Material/Lamp/etc. that the animation belongs to. (NOTE: this doesn't work in Datablocks mode, but should in the normal "All Scenes" and related modes) 2) Expand the "Animation" entry below this 3) Right-click on the Action entry below this, and select "Unlink" from the RMB menu In the process, I've fixed problems with some data-blocks not showing their animation data in Outliner. |
Revision 7588966 by Sergey Sharybin June 28, 2011, 10:09 (GMT) |
Camera tracking integration =========================== - Internal changes: * Rename uiTemplateMarker to uiTemplateTrack. * Fixed some comments in movieclip.c. - Control channels which are affect on track. - Fixed track deletion when it's point isn't selected. |
Revision def04fa by Sergey Sharybin June 28, 2011, 10:06 (GMT) |
Revision 57f4844 by Campbell Barton June 28, 2011, 09:42 (GMT) |
make drawing faces in the UV editor an image space option, re-using the mesh option was lazy and doesn't make much sense. |
Revision fdbae99 by Nathan Letwory June 28, 2011, 06:56 (GMT) |
Explicitly turn off JACK so it's clear it's not supported. |
Revision b468241 by Campbell Barton June 28, 2011, 06:51 (GMT) |
fix [#27787] Smart UV Unwrap Results in Overlaps added optional face area weighting (from 2.4x) since this can result in overlapping faces. |
Revision c4e28f9 by Joshua Leung June 28, 2011, 05:17 (GMT) |
Outliner Bugfixes: * Mesh Animation-Data was not shown. Other data types would get this shown. * Added attempted fix for the problem where when you try to expand the last item in a RNA list or so, you often end up expanding the first item (and then have to close and try again, at which point the expand works as you expected the first time round). More testing needed, but seems to work better already |
Revision 661c55b by Joshua Leung June 28, 2011, 05:02 (GMT) |
Refactoring code for filtering actions - This is still quite convoluted unfortunately... - I can't quite figure out what a bug note I left in the code was about anymore. Removed. |
Revision c0a83d2 by Campbell Barton June 28, 2011, 02:49 (GMT) |
cleanup for cmake msvc build options, reference some libs directly, fix conflicting flags /Ob1 and /Zi for debug |
Revision cf90b94 by Nicholas Bishop June 28, 2011, 00:40 (GMT) |
VBO: Fix for bug found by psy-fi. * gpu_buffers.c was using GL_ARB_vertex_buffer_object to check for VBO support, should be using GLEW_ARB_vertex_buffer_object. |
Revision 30b4ff8 by Mike Erwin June 27, 2011, 23:24 (GMT) |
first attempt at CMake fix (untested) |
Revision 5c2e431 by Mike Erwin June 27, 2011, 21:52 (GMT) |
Windows ndof now uses blender view coordinates |
Revision 798f59f by Mike Erwin June 27, 2011, 20:44 (GMT) |
Mac ndof using blender view coordinates + small but important typo fixed |
Revision 0f8a1ed by Mike Erwin June 27, 2011, 20:18 (GMT) |
removed unneeded cleanup code on Linux |
Revision edd5980 by Mike Erwin June 27, 2011, 20:12 (GMT) |
now using blender view coordinates for ndof input -- core and Linux in place |
Revision 84ea89e by Jason Hays June 27, 2011, 17:21 (GMT) |
Merged from trunk with revision range 36835-37865, (No conflicts had to be manually resolved) Gave weight paint a basic ability to draw edges and vertices with an option (with colors for selected/unselected), but I didn't make any vertex selection functions available in weight paint mode yet (tested with edit mode for now). |
Revision 1cf0af7 by Brecht Van Lommel June 27, 2011, 17:10 (GMT) |
Cycles: working towards texture workflow design http://wiki.blender.org/index.php/Dev:2.5/Source/Render/TextureWorkflow * Added "active texture node" in shading node trees. * Texture draw mode draw active texture node now, and new Material draw mode shows GLSL material. * GLSL materials now match solid draw mode lighting better. * Texture properties can now texture nodes from material/world/lamp. |
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