Blender Git Commits

Blender Git "master" branch commits.

Page: 4014 / 5574

June 6, 2011, 06:31 (GMT)
BGE Animations: Getting the Frame Property option of the Action Actuator working again.
June 6, 2011, 03:53 (GMT)
Resolve 2 theme issues
[#27056] default active and selected colors need to be visually different
[#27584] Please change sharpness/seam color
June 6, 2011, 00:48 (GMT)
spelling corrections
June 6, 2011, 00:42 (GMT)
fix for crash opening the file selector twice with multiple windows open (when the mouse was over the inactive window).
June 5, 2011, 23:38 (GMT)
replacing -> arrows by proper ASCII arrows on Transformation Constraint

Note: Text Editor doesn't support this chr(187) properly. I hardcoded and commented the ui file. I hope it's fine.
Revision 5922b69 by Matt Ebb
June 5, 2011, 22:35 (GMT)
Fix [#27438] Volume Material Density Inaccuracy

Lower density limit for shading optimisation was set too high
June 5, 2011, 22:06 (GMT)
3D Audio GSoC:
Making it possible to access blenders internal sounds via Python.
June 5, 2011, 20:54 (GMT)
Bake from multires mesh
=======================

Added option to baked named "Bake From Multires" which is avaliable for
normals baking and displacement baking.

If this option is enabled, then no additional hi-res meshes and render
structures would be created . This saves plenty of memory and meshes
with millions of faces could be successfully baked in few minutes.

Baking happens from highest level against viewport subdivision level,
so workflow is following:
- Set viewport level to level at which texture would be applied
during final rendering.
- Choose Displacement/Normals baking.
- Enable "Bake From Multires" option.
- You're ready to bake.

Displacement baker had aditional option named "Low Resolution Mesh".
This option is used to set if you want texture for realtime (games)
usage.

Internally it does the following:
- If it's disabled, displacement is calculated from subdivided
viewport level, so texture looks "smooth" (it's how default
baked works).
- If it's enabled, dispalcement is calculated against unsubdivided
viewport levels. This leads to "scales". This isn;t useful for
offline renders much, but very useful for creating game textures.

Special thanks to Morten Mikkelsen (aka sparky) for all mathematics
and other work he've done fr this patch!
June 5, 2011, 18:58 (GMT)
Add new animation export features.

- Bone animations are also exported as f-curve animations now. As a result euler rotaions of bones are also exported. All animations with BEZIER, LINEAR or STEP ipo are exported.
- Quaternion rotations export.
- Object parented with armatures, animations to Armature Objects as a whole are also exported.
Revision 5ceb8b3 by Nick Samarin
June 5, 2011, 18:51 (GMT)
synched with trunk at revision 37212
June 5, 2011, 18:00 (GMT)
fixed warning, signed/unsigned mismatch, blo/readfile.c line 1742
June 5, 2011, 17:02 (GMT)
operator buttons get a red highlight when alert is set for the layout
June 5, 2011, 15:29 (GMT)
own commit r37199 gave problems with duplicating objects, use different fix.
June 5, 2011, 14:00 (GMT)
file selector now scales with DPI better
June 5, 2011, 13:20 (GMT)
colorband and image header were ignoring DPI size
June 5, 2011, 12:57 (GMT)
Bugfix: new DPI-controlled UI size code was setting 'view2d re-init'
flag on ED_area_initialize(). This however was causing 2 problems;
- the view state got reset (popping window view back)
- the view2d operator polls failed (sliders didnt work)

This re-init was only needed for the headers though, limiting it
to these types of regions solves it.

June 5, 2011, 12:47 (GMT)
panel headers were not scaling with DPI properly
June 5, 2011, 10:05 (GMT)
scale the file selector UI with the DPI, the region size can still be wrong though.
June 5, 2011, 09:22 (GMT)
workaround for supremely annoying UI glitch where you could accidentally hide the file selector header by accident.
using the logic - that a header taking up the full screen-area height will not have an action-zone added for resizing.
June 5, 2011, 09:00 (GMT)
with the new scalable UI. hard coded values were still used for resizing the headers, with DPI of 56 the headers could not be un-hidden.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021