Revision e4f7b24 by Campbell Barton June 27, 2011, 16:33 (GMT) |
disable opencollada and openexr for msvc2010, gives linking errors |
Revision 83d59a0 by Sergey Sharybin June 27, 2011, 14:45 (GMT) |
Camera tracking integration =========================== Fixed stypid typo which was lead to crash when switching to clip editor. |
Revision 8e90ba3 by Brecht Van Lommel June 27, 2011, 14:34 (GMT) |
Fix last part of #26850: OS X game player did not react to quit event. |
Revision 08407e7 by Sergey Sharybin June 27, 2011, 14:24 (GMT) |
Camera tracking integration =========================== - Fixed "sliding" when panning footage in high zoom. This was most noticeable near right top corner of footage. - Fixed 1px flickering of marker during playback with "Lock to Selection" toggled on. This was caused by precision errors. Used UI_view2d_to_region_no_clip-like offsets calculations, but in float values. Maybe there could be something smarter.. - Implemented tarcking along single frame. Hotkey is ALT+left/right array. Also changed a bit tracking tools buttons in Tools panel. - Fixed "Lock to Selection" during tracking -- tracks synchronization should happen before centering view. - Approximate marker's position for frames, which haven't got marker for them. Use the nearest marker from left side for approximation. For frames above first marker's framenr sue first marker position. - Markers now could be disabled. Added checkbox to "Active Marker" panel. - Changes in cache line: * Bright line means active track has marker for frame. * Dark line means marker's position is approximated. * Yellow-less line means marker is disabled for that frames. NOTE: .blend files which are saved with previous tomato version would fail to work properly. I don't want to spend time on making that files work properly atm, so don't blame on this. |
Revision 70eb9e8 by Sergey Sharybin June 27, 2011, 14:20 (GMT) |
Revision 49f84ef by Brecht Van Lommel June 27, 2011, 14:06 (GMT) |
Fix part of #26850: OS X game player was showing _NSAutoreleaseNoPool() error messages on start. These were coming from initializing the SDL video subsystem as part of Joystick init. We do not need this, as video stuff is covered by GHOST, most likely this was conflicting. |
Revision 24c0f18 by Brecht Van Lommel June 27, 2011, 13:57 (GMT) |
Fix part of #26850: Cocoa OS X game player was not working, two issues: * Unlike blender, the game player draws only on windows update callbacks, and those wer not implemented. * Going fullscreen for player was not implemented correct, it expected an existing window but actually it should create one. |
Revision a961d62 by Campbell Barton June 27, 2011, 13:18 (GMT) |
initialize cmake's CMAKE_BUILD_TYPE to 'Release' add reference to cmake cache for convenience GNUMakefile |
Revision 26b7d51 by Joshua Leung June 27, 2011, 13:04 (GMT) |
Small bug fixes: * Removing the last of the owner/ownertype stuff. The bulk of this stuff was removed in Part3 of the refactor, but it seems I forgot to actually remove these struct members at the end of that. * Texture datablocks without animdata aren't skipped immediately anymore. This could lead to texture nodetrees on animdata-less textures getting skipped. |
Revision ff5dbbe by Benjy Cook June 27, 2011, 12:48 (GMT) |
Some bugfixing and tweaking for retargeting. Script works now regardless of world transform on performer and end user rigs. This breaks stride bone functionality, will be addressed in next commit |
Revision 46a4f47 by Benjy Cook June 27, 2011, 12:46 (GMT) |
Added more IK functionality to UI. You can now toggle IK for selected bones. |
Revision 4dd18f7 by Campbell Barton June 27, 2011, 11:40 (GMT) |
fix for editmode option toggle |
Revision f10f3d3 by Ton Roosendaal June 27, 2011, 11:21 (GMT) |
Bugfix #27768 On clicking in a non-active Blender window (when you activated others), the mouse position of the first click was still the old position. Problem is in GHOST; it sends out the 'activate window' event after the mouseclick event itself. Code now checks for this case and reads the correct mouse position. |
Revision c896fca by Miika Hamalainen June 27, 2011, 08:11 (GMT) |
Merge with trunk r37849 |
Revision a1abdf1 by Campbell Barton June 27, 2011, 07:51 (GMT) |
fix [#27778] Set Bone Flags - No Scale - Toggle seems not to work. Toggling options on the selection is better done as a generic operator. Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings. This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc. |
Revision 93bb623 by Campbell Barton June 27, 2011, 07:44 (GMT) |
remove some unused flags and correct aud example heading |
Revision cb12648 by Miika Hamalainen June 27, 2011, 07:30 (GMT) |
Dynamic Paint: * Fixed memory leak when baking image sequences. * Fixed sub-steps when brush was controlled by a parent object. * Added option to select active outputs for paint surfaces. * Improved color mixing algorithm. * Improved memory allocation behavior. * Memory is now freed even in case of errors. * Removed "initial color" setting, as it's better to adjust color from material. * "Paint effects" system: ** Converted to use new data structures. ** Works now with any number of surrounding points. ** Re-implemented support for UV-image surfaces. ** Added support for vertex surfaces too. ** Improved color handling. ** Improved movement stability. ** "Drip" effect uses now Blender's force fields instead of just z-directional gravity like before. Now each surface point can have different force influence. |
Revision 9dbec62 by Dalai Felinto June 27, 2011, 05:12 (GMT) |
basic sound playback example for audspace module (I'm on windows at the moment so I can't test it. Hopefully it should be fine) |
Revision ae49f6d by Campbell Barton June 27, 2011, 05:03 (GMT) |
fix for a leak in sound_read_sound_buffer(), used when drawing the sequencer waveform. |
Revision d88ea6a by Geoffrey Bantle June 27, 2011, 04:54 (GMT) |
Turned select vertex path back on and added back in selection history for bmesh->mesh and mesh->bmesh conversions: ---------------------------------------------- Select Vertex Path had wrong invoke callback (shouldn't have any?). Also selection history was not converted when doing bmesh->mesh or mesh->bmesh conversions. This meant that tabbing in and out of editmode would make your selection history dissapear. Undo pop would also not preserve selection history so any operators that relied on it would not work when you adjusted their settings. |
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