Revision 12afa64 by Nathan Letwory November 16, 2010, 23:18 (GMT) |
Fix [#24592] COLLADA imports only one special node per type per node Reported and patched by Martijn Berger |
Revision e2b3ff5 by Nathan Letwory November 16, 2010, 22:27 (GMT) |
Apply patch [#24722] COLLADA exporter: handle instancing Submitted by Wenzel Jakob Patch adds handling of linked meshes: instead of generating separate geometry objects, use instances. |
Revision b1b02b7 by Campbell Barton November 16, 2010, 17:37 (GMT) |
bugfix [#24509] UV/Image Editor: selected elements move not as specified |
Revision fe2df78 by Ton Roosendaal November 16, 2010, 17:10 (GMT) |
Bugfix #23677 Very old bug: Material/Render: the "filter" option for transparent absorption also works for alpha==0, but in that case another part of render code just didn't add the faces in render list. |
Revision c658141 by Janne Karhu November 16, 2010, 16:56 (GMT) |
Fix for [#24750] Particles draw percentage setting is not working in No Physics mode |
Revision 303646f by Janne Karhu November 16, 2010, 16:39 (GMT) |
Fix for [#24706] 2.55 beta Hair now only rendering small fuzzy blob |
Revision e60393b by Campbell Barton November 16, 2010, 15:15 (GMT) |
option to immediately write single render to a file added for OpenGL render. |
Revision cf3d6d6 by Campbell Barton November 16, 2010, 14:45 (GMT) |
bugfix [#24462] UV Layouts saved as PNG results in two files (rename bug) renaming failed in some cases, now we can just render to a file. |
Revision 1e245cc by Campbell Barton November 16, 2010, 14:40 (GMT) |
option to write images to a files on single frame renders, this isn't accessed by the UI at the moment, but could eventually be used for saving test-renders. The main reason to have this is so renders can be scripted to write to a specific file without having to do annoying tricks like set a dummy start/end frame range, render an animation and work out the current frame image will be written to, then rename after rendering. Also made some 'char *' args into 'const char *' |
Revision 2153c66 by Ton Roosendaal November 16, 2010, 13:41 (GMT) |
Bug #22585 Using texture nodes for displacement crashes, a conflict between using nodes in render and for displacement at same time. Code simply disables texture nodes for displacement for now, until we have better handling for it. (on our long todo) |
Revision 3ad21a8 by Sergey Sharybin November 16, 2010, 13:25 (GMT) |
Curve's UI minor fix: - "Use Deformed" replaced back with "Fill Deformed" - Use a bit more informative tooltip for this option |
Revision ca95a1d by Campbell Barton November 16, 2010, 13:08 (GMT) |
edits to image save operator, no functional changes. - don't rename the image when saving (problematic if the image is used with linked libraries) - file writing and path updating was duplicated for multilayer images. |
Revision 92ee365 by Campbell Barton November 16, 2010, 12:54 (GMT) |
UV Layout Export was missing UV Layer check. |
Revision a58dcca by Ton Roosendaal November 16, 2010, 12:29 (GMT) |
Removing unnecesary print "draw swap exchange" |
Revision 2de1c1f by Ton Roosendaal November 16, 2010, 12:10 (GMT) |
Fixed wrong rna name for the old "UV Orco" option. It was called "map on length", but it actually makes the UV values of curves/nurbs to become used as "Generated" texture map input. Sorry; this might break own local UI py script saves... :) |
Revision 34c67ba by Campbell Barton November 16, 2010, 09:47 (GMT) |
bugfix [#24747] Blender crash entering in Sculpt Mode rotate_m4 was being called with a zero axis. |
Revision 5a1fdcd by Campbell Barton November 16, 2010, 09:35 (GMT) |
bugfix [#24746] Align Camera to View locks 3D Editor in Camera Perspective View |
Revision 7f96852 by Campbell Barton November 16, 2010, 08:53 (GMT) |
fix for creating movie paths with non utf8 names. button test if non utf8 chars are allowed was inverted. |
Revision f48f8d3 by Campbell Barton November 16, 2010, 04:32 (GMT) |
FBX Export, small changes made while looking into reported bug. (no functional changes) - Warn for armature deformed meshes which are scaled, these don't work quite the same as in blender, reported as [#24663]. - Use matrix.decompose() to convert a matrix to loc/rot/scale. - get vert/edge/face lists for each mesh only once. - faster euler rad -> deg conversion function. |
Revision efcf1ac by Campbell Barton November 16, 2010, 03:11 (GMT) |
fix for matrix * vector rotation order. |
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