Revision d97d727 by Nathan Letwory September 15, 2010, 11:58 (GMT) |
Apply patch [#23755] Sequencer: small code cleanup using existing color math functions By Luca Bonavita (mindrones) From detailed description: This patch doesnt change functionality, but uses the existing color math functions from math_color.c into sequencer_draw.c. |
Revision 8a25c33 by Nathan Letwory September 15, 2010, 11:48 (GMT) |
Apply patch [#23809] Blender.exe -W support by Dalai Felinto/Nathan Letwory This basically implements -W support for Blender. |
Revision 90bd472 by Campbell Barton September 15, 2010, 08:38 (GMT) |
filling is used for 3D curves but not for filling, sigh. |
Revision 46b61cc by Campbell Barton September 15, 2010, 08:34 (GMT) |
in response to [#23812] bevel object, but no caps. tweak the UI so fill options are only available with 2D curves and greyed out when bevel object is used. |
Revision fadf169 by Campbell Barton September 15, 2010, 08:03 (GMT) |
- rna properties for bones, select_head, select_tail - fix for minor inconsistency in armature selection, entering editmode and selecting a bone would move the manipulator because the selected bones, childs root wasnt selected on entering editmode. - use copy_v3_v3 rather then VECCOPY in editarmature.c |
Revision a8db76f by Campbell Barton September 15, 2010, 08:00 (GMT) |
fix for error in last commit. |
Revision ee7a2cc by Dalai Felinto September 15, 2010, 07:05 (GMT) |
BGE Dome: fix for "objects parented to the camera will be rendered multiple times in Dome mode" The funny thing is: I only spotted this bug in March of this year. Almost one year after the original release. I think I don't parent objects to the camera often. In terms of code I think that I can even think in a more elegant solution. I don't really need to rotate the camera, but simply to calculate its Modelview Matrix. """ m_rasterizer->SetViewMatrix(viewmat, cam->NodeGetWorldOrientation(), cam->NodeGetWorldPosition(), 1.0); cam->SetModelviewMatrix(viewmat); """ The reason why I originally was rotating the camera was to make sure the frustum calculation was using the right camera frustum. For the frustum it takes the camera modelviewmatrix so the rotation really shouldn't be necessary. Leaving as it's for the time being. * Note: the bug was never officially reported |
Revision 9234f29 by Campbell Barton September 15, 2010, 06:43 (GMT) |
bugfix [#23405] PNG Images bigger then 2gig wont load with blender. all image formats should be able to load files bigger then 2gig (when its supported) |
Revision 7eb7410 by Campbell Barton September 15, 2010, 05:57 (GMT) |
remove inventor and vrml1 support, we're better of having these legacy formats as addons. |
Revision e2a0b30 by Dalai Felinto September 15, 2010, 04:42 (GMT) |
Logic UI: reset the value of a key when clicking outside the input button Otherwise you had no way to set it to none. This doesn't really matter, but it's nice "userwise" to be able to clear the pressed key. |
Revision d2a1218 by Joshua Leung September 15, 2010, 04:15 (GMT) |
Two small bugfixes: - A property used in an 'active' poll for UI code in the NLA Editor was missed during the RNA renaming madness, leading to error prints in the console - For matrix blending code, 'fsize' arrays were being declared wrong size (4 elements long instead of 3). |
Revision a3470be by Daniel Salazar September 15, 2010, 03:45 (GMT) |
Allow start frames < 1 on image sequences. |
Revision 31ddda3 by Campbell Barton September 15, 2010, 03:33 (GMT) |
bvh import was broken for non euler-native rotations |
Revision 8d0c01e by Campbell Barton September 14, 2010, 16:45 (GMT) |
keyconfig updates/changes - use preset subclass with funcs for updating the keyconfig - keyconfig filenames are used for the UI names as with presets (so separation anymore) - keyconfig's are stored in the preset dir (scripts/cfg dir removed) - only the active keyconfig script is loaded - some bugfixes for saving keymaps - user interactions no longer saves keyconfigs too, I think this needs to be re-worked. developer note... multiple keyconfigs at once are not really needed now that they are stored & accessed directly in python. for now I left it alone but we could consider to remove this capability in the future. |
Revision ce98d6a by Campbell Barton September 14, 2010, 12:35 (GMT) |
fix for own bug for font buffer drawing (only effected the bottom line of the stamp) |
Revision baadd70 by Janne Karhu September 14, 2010, 12:17 (GMT) |
Fix for [#23794] Particle System + FS Motion Blur corrupts some frames and possibly cache |
Revision a1ff472 by Janne Karhu September 14, 2010, 09:32 (GMT) |
Particle edit brush strengths were loaded wrong for old files. |
Revision 46f2568 by Dalai Felinto September 14, 2010, 08:19 (GMT) |
blenderplayer fix for "offset" problem when in fullscreen mode (worked together with Nathan Letwory - jesterKing) The FullScreen state was never set. Therefore the window boundary was returning the wrong dimensions (it was assuming that it was not fullscreen). * Note: blender.exe -W has a similar problem. We are working on that ... Tested in Windows only. If someone can test in Linux and OSX please let me know if it's good there as well. To test it: ./blenderplayer -f myfile.blend |
Revision 74b2022 by Campbell Barton September 14, 2010, 04:58 (GMT) |
button to remove presets. note: this is an option to the add preset operator which is a bit odd but easiest since these classes have all the info needed for removal as well. |
Revision 7245177 by Janne Karhu September 14, 2010, 01:47 (GMT) |
Fix for a particles memory leak: * Hair wasn't freed properly when changing particles from hair to normal particles. |
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