Revision 35cee79 by Campbell Barton March 20, 2011, 06:02 (GMT) |
fix so the batch importer can run with addons passed as arguments. |
Revision 283bac0 by Campbell Barton March 20, 2011, 04:44 (GMT) |
fix for --addons startup argument, string length was too short. |
Revision 733b736 by Campbell Barton March 20, 2011, 01:49 (GMT) |
CMake, check for clang++ compiler and disable WITH_IK_ITASC and WITH_MOD_FLUID until there supported. possibly allows builing with Xcode4. |
Revision ef93560 by Andrea Weikert March 20, 2011, 00:34 (GMT) |
== file browser == Patch from Alexander Kuznetsov: Real-time File Selection, thanks for the contribution. Still made a few minor changes from latest patch: 1. Rename SELECTEDFILE to HILITED_FILE, since we are not actually selecting the file, but previewing/highliting the possible selection. 2. Also made this clearer by not drawing the files as selected, but just highlight them. 3. Removed the Select/Deselect toggle when clicking on file, will be committed separately soon. |
Revision 35dbf67 by Mitchell Stokes March 19, 2011, 22:47 (GMT) |
Fixing the other crash mentioned in bug #25083. m_current_scene isn't always pointing to valid memory by the time LinkBlendFile is called. So, use the supplied scene_merge scene instead. Scene LibLoad was already doing this, so I just made Mesh and Action follow suit. |
Revision 815a795 by Mitchell Stokes March 19, 2011, 22:37 (GMT) |
Fixing 1/2 crashes mentioned in bug #25083. This crash happens when LibLoad tries to grab bad mesh data from a previous Load/Free via FindGameMesh(). FindGameMesh() makes use of m_map_mesh_to_gamemesh, so the mesh needs to be removed from this on free. |
Revision 7ccc17b by Joseph Eagar March 19, 2011, 21:33 (GMT) |
=bmesh= fixed bunches of modifier stack bugs |
Revision 647f424 by Ton Roosendaal March 19, 2011, 18:23 (GMT) |
Todo item: Improving UI visualization of using Material nodes: - Property editor: the context top line now shows the linkage path (in material and texture view mode) - Activating new material node refreshes preview in property editor when in texture mode. This should make editing textures with node materials a bit more clear. |
Revision 5179a0c by Ton Roosendaal March 19, 2011, 16:30 (GMT) |
Code comments only Tried to resolve todo item "Layer change in 3d view header doesn't update dependencies on changed previously visible objects". Code is too much spread around now though, and the 3d view header shares RNA code for changing layers. I'll let this be a "glitch" for now. |
Revision e134e01 by Janne Karhu March 19, 2011, 13:36 (GMT) |
ugh, left in a debug print in the previous commit |
Revision 074f584 by Ton Roosendaal March 19, 2011, 13:36 (GMT) |
Bugfix #26547 Missing DAG_id_tag_update() on tool "Align Camera to View". |
Revision f15c12a by Janne Karhu March 19, 2011, 13:33 (GMT) |
Fix for [#26546] Particles leak through deforming quad mesh * Slightly too strong optimization in the new collisions code, the "edges" in the middle of quads weren't checked at all. |
Revision cadc121 by Campbell Barton March 19, 2011, 11:12 (GMT) |
C, style changes (mostly white space edits), no functional change. |
Revision ff16561 by Brecht Van Lommel March 19, 2011, 10:26 (GMT) |
Fix #26543: lamp sky settings were missing soft/linear light blend types, made enum items shared with material ramp and mix node. |
Revision e9005b9 by Campbell Barton March 19, 2011, 05:06 (GMT) |
remove some redundant vars, assignments & checks. |
Revision 003ab20 by Tamito Kajiyama March 19, 2011, 00:05 (GMT) |
Merged changes in the trunk up to revision 35618. Conflicts resolved: source/blender/makesrna/RNA_types.h source/blender/makesrna/intern/rna_main_api.c |
Revision 3b8d4aa by Campbell Barton March 18, 2011, 23:58 (GMT) |
2 tests for ctest. - script_load_addons: loads and onloads all addons, error if any cant be enabled or disabled. - script_load_modules: loads all blenders modules, error if any modules raise an exception or if any modules in the scripts dir are not tested (except for presets and templates). These are useful because lazy module loading means a module can have an error which isnt raised until the tools used. This gives a way to detect basic errors that used to happen on startup or when enabling the addon. |
Revision 5f8e8f2 by Joshua Leung March 18, 2011, 23:14 (GMT) |
Safety checks for macro defines |
Revision 21b2f94 by Nathan Letwory March 18, 2011, 21:59 (GMT) |
Fix [#25480] Unable to use Windows titlebar icons after Loopcut reported by Georg K with patch [#26469] Windows mouse fix by Alexander Kuznetsov The amount of mouse grabs wasn't properly balanced with ungrabs, thus preventing from using proper mouse input outside client area. |
Revision e44da6b by Campbell Barton March 18, 2011, 20:57 (GMT) |
hide addon_utils in bpy.utils & tag/remove unused vars in recent commits. |
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