Blender Git Commits

Blender Git "master" branch commits.

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February 13, 2011, 14:16 (GMT)
many functions in blender are not marked static but should be.
most local modifier,GPU,ImBuf and Interface functions are now static.

also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
February 13, 2011, 13:55 (GMT)
Bugfix #26066

Shader node "Mapping" had buttons assuming it stored radians, drawing
the values converted wrongly. In this case the storage has degrees...

Revision 7b4c418 by Janne Karhu
February 13, 2011, 13:50 (GMT)
Small addition to particle grid distribution:
* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
February 13, 2011, 13:07 (GMT)
corrected error from commit r34810.
February 13, 2011, 12:50 (GMT)
fix for error building.
Revision 7eb51a0 by Janne Karhu
February 13, 2011, 12:35 (GMT)
Some more fixes for particle textures:
* Moving a texture slot didn't keep the moved slot active.
* Copy & paste for particle textures didn't work.
* New textures weren't freed properly.
Revision fed5393 by Janne Karhu
February 13, 2011, 11:45 (GMT)
Fix for [#26053] Blender Crash with Particules Textures
* Particle textures weren't handled properly on texture slot move operations.
Revision cc41de0 by Janne Karhu
February 13, 2011, 11:32 (GMT)
Added an operator warning for missing material & texture in response to [#26051] "Noise" not working.
February 13, 2011, 10:52 (GMT)
fix for warnings from Sparse static source code checker, mostly BKE/BLI and python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
February 13, 2011, 10:34 (GMT)
Related to #26061: Camera does not appear selected in outliner when it is

Draw higlighting circle for active camera in outliner
February 13, 2011, 10:28 (GMT)
Fix #26064: blenderplayer is broken

This changes were forgotten in svn rev34810. Should work fine now.
February 13, 2011, 10:25 (GMT)
Fix #26059: select_vertex_path fails when vertices aren't selected 1 by 1 in gui

Cicrcle and border selection doesn't add entry to EditSelection. Use cycle
through vertices rather than EditSelection stack to find two selected vertices.

No slowdown for case two vertices are selected (use this cycle to clear temporary
flag too), minor slowdown for unsupported selections.
Revision 90f543b by Joshua Leung
February 13, 2011, 07:39 (GMT)
Reverting part of 34810

The changes here were breaking old rigs, for example the right eyeball
in the Sintel rig (which uses the Mirror Modifier and its vertex-group
mirroring functionality)
Revision 51d78b4 by Joshua Leung
February 13, 2011, 06:19 (GMT)
Fixing compiling on windows
February 13, 2011, 03:21 (GMT)
enforce string limits (reported by pedantic checking tools & some developers).
mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf().
also fix possible crash if CWD isnt available.
February 13, 2011, 02:55 (GMT)
remove unused var
February 13, 2011, 01:59 (GMT)
wrong length used with strncmp when comparing RNA path.
Revision 373fea6 by Janne Karhu
February 12, 2011, 23:25 (GMT)
Small update for billboards:
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
Revision 54b2127 by Janne Karhu
February 12, 2011, 21:54 (GMT)
Fix for [#25857] create_dupli_list incorrect behaviour with particle systems
* Particle duplis are now always created with render percentage if G.rendering is set.
* This is not yet a perfect solution (hair for example won't yet work correctly), but
it's good to have even partial functionality here until a proper way to handle this
is implemented.
Revision 0a83817 by Janne Karhu
February 12, 2011, 17:54 (GMT)
Small particle effectors update:
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021